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THE JUMPGATE DEFINITIVE GUIDE - Tripod

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Realspace Combat<br />

The topic of realspace combat is hideously complex, and it's unlikely that anyone knows all there is to<br />

know about it. The advice in this section is probably best applied to fast and/or agile ships, but I will<br />

make an effort to cover the full spectrum of ships. Note that the duelling abilities I described above will<br />

help you in realspace combat significantly. I assume functional voice communications on your ship.<br />

Realspace Combat - Understanding Your Ship<br />

It is extremely important to understand your ship's abilities, and those of others.<br />

Speed: Controls the ability to run and chase over long distances. A fast ship, assuming it doesn't get<br />

killed before it accelerates, will always be able to escape, and will be able to chase down ships running<br />

in a straight line. Fast ships will generally perform well in large fights, but the speed may not be as<br />

useful in smaller ones.<br />

Thrust/Mass (T/M) ratio: Controls the ability to evade, and the ability to run and chase over short<br />

distances. A ship with a good T/M ratio will out-accelerate less agile ships, and can use this to escape<br />

being under fire, and to catch up with running enemies. A good T/M ratio will also allow you to dodge in<br />

such a way that you cause the enemy to miss. A good T/M ratio is useful in all fights, but particularly as<br />

you tend towards the larger ones. High T/M ships will, in general, be good at evading ammo.<br />

Damage/Second (DPS): Self explanatory - the damage your ship can do per second. DPS tends to<br />

decrease in importance in larger fights.<br />

Shield: The larger the shield, the better. Every hitpoint taken off your shield can be regenerated. A<br />

ship with the same total damage absorption (DA) as another, but more of it in shield has an advantage<br />

- particularly in larger fights. Recharge rate is an important factor - the faster your shield recharges, the<br />

quicker any attack on you is nullified. Recharge increases in importance as battle size increases.<br />

Bigger shields are more of a benefit to fast ships - they are more likely to be able to escape to<br />

recharge.<br />

Armour: Contributes to your total DA, but is non-regenerative. Armour increases in value as fight size<br />

decreases, but is, of course, never more worthwhile than shielding.<br />

Profile: Profile is important for all aspects of combat. The more you get hit, the faster you have to<br />

run/die. Ships with bad profiles, as when as losing out in duels, will also get him more in snap shots<br />

(i.e. hitting a target travelling at a large relative vector to you during a brief contact period).<br />

AB supply: Most two engine ships have enough AB to last the vast majority of fights, as long as they<br />

don't waste it too much. Having double the AB supply in a single engined ship is an undeniable<br />

advantage, but it is mostly only over the long chase that it really comes to light. Be careful about going<br />

deep space if you are in a twin engine ship, as you may get caught. You'll also be able to run better in<br />

a single engine ship.<br />

ModX count: ModX are useful in any fight, but their import increases in larger fights. The flashfire is of<br />

course the most commonly used. It is the ultimate get out of jail free, chaser, or offensive tool. Dragon<br />

pilots may now wish to seriously consider the PWD. I've seen several pilots using it to great effect.<br />

Z-6<br />

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