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Sean O'Connor's Games • View topic - Thrust vs Turning

Thrust vs Turning

Command a squadron of spaceships

Thrust vs Turning

Postby Steve! » Sat Jan 29, 2005 9:41 pm

So... What?s everyone?s opinions on the best balance of turn and thrust to make an effective fighter.

I go for ultra high manoeuvrability, 70+ while leaving my thrust at 30-35. This gives me immense control whilst flying at top speed and the ability to avoid many tailing missiles, even daycorns occasionally. The disadvantage comes from when I stop. This happens either when I hit an asteroid or a ship. Asteroids I can avoid fairly easily, but ships are unpredictable. When I stop, I?m usually in a lot of trouble but if I?ve hit an asteroid or friendly ship I can scoot round behind it to avoid damage till I speed up again.
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Postby McLauren » Mon Jan 31, 2005 4:06 am

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Postby Old Man Johnson » Wed Feb 16, 2005 2:56 am

1. Armor. Lots of armor for a ship of it's cost. Your commander will be no good if he dies constantly.

2. Repair. Don't want to be taken out of the fight by crap stray missiles that take out your launchers or engines. Also lets you take more hits.

3. 4 Missile launchers. You need firepower to get Gold Crosses.

4. Plectrons. Many Plectrons.

5. A few daycorns (like, 10 or 15).

6. Maneuver, though not as important due to the armor.

Strategy:

DO NOT PURSUE!! You will be outmaneuvered by light ships. Instead, try to head on and get the perfect shot. I'll try to get a picture.

Asteroids are your friend. Computers that are stopped...heh, heh...

Enemy collisions are your friend, for the same reason.

Head-on the enemy if it is weak. Your armor and launchers will provide success.
My webcomic:
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Postby Steve! » Wed Feb 16, 2005 4:26 pm

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