Fighting

There seem to exist a lot of misunderstandings with respect to fighting. The first one is, that your movement vector has to point to your enemy to move towards him. This is not true. Your movement vector is shown as the vector of your movement with respect to the currently selected reference mass. This is totally insignificant for a fight, because there only the relative velocities of the fighting ships count. This also means, that you don't have to decelerate for a fight. Your attacker will have a similar velocity vector as you or he wouldn't stay in your vicinity for long. Important are the tiny differences in your movement vectors that result in movements of your ships relative to each other. If you both fly parallel with #math145#10, 000  m/s in the same direction and accelerate towards each other, this will have the same effect as when you don't move at all and accelerate towards each other. What counts is the resulting relative movement. To make a long story short: Simply ignore your displayed velocity during a fight. It doesn't matter at all!

What does count is your velocity relative to the attacking ships. You cannot measure it directly, but you can select an attacking ship and watch the distance change to get an estimate of your velocity. This is the only velocity information that helps you to maneuver during a fight.

I have developed a standard sequence for fighting that uses a little cheating to compensate for the very poor HUD and the bad interface to the functions you need during a fight: Some players find it sufficient to use the id labels, so they don't have to deselect the original flight target and select the attacker. I found the distance information the selection provides very helpful though. Especially when I have to use a powerful laser economically because it can be fired only a limited time until it overheats and needs time for cooling.