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Turnbull China Bikeride
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Turnbull China Bikeride - Disc 2.iso
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ACORNUSERS
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CBSA
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GAMES
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ELITE
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!AUelite
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Manual
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1997-06-08
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6KB
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118 lines
CLOSE ENCOUNTERS
****************
DEFENCE
=======
The Cobra Mk III has an offensive rating (OffRat) of 4.72 and an uncommonly
high defensive rating (DefRat) of 5.05. It combines speed with a very tight
turning circle and so is ideal for fighting small packs of enemy vessels.
This speed allows it to outrun most attack craft. To shake off more
persistent ships a sudden decrease in speed followed by a tight 180° turn and
prompt acceleration can open a substantial advantage over pursuants.
Unsurprisingly this may be accompanied by a tinge of nausea.
Ominous Vibes in the Area
-------------------------
Receiving a mass locked message could be due to the presence of an enemy
ship. This can be dangerous and the status monitor should be checked. If the
condition is red or even yellow, be prepared to engage in combat.
Innocent Death
--------------
Flashing streaks accompanied with a reduction in the fore or aft shields
predicts incoming laser fire. Not all pirates are interested in the Cobra
class. Often the noise of laser fire is that of other ships enjoying combat.
The craft being attacked may not deserve this treatment, there is a chance
the pilot is innocent. Helping the endangered party by becoming involved in
the melée is risky. However, a display of social consciousness is looked upon
favourably by GalCop who constantly seek new recruits for testings, missions
and wars.
Destroying Missiles
-------------------
An Electronic Counter Measure System or ECM, is the only effective method of
destroying incoming missiles. When a missile hits it can almost void a fully
charged shield. Activation of ECM with the E key drains energy from the banks
exploding all missiles in scanner range. Some enemy ships and most pirates
will possess this facility and use it against missiles. To halt an incoming
missile without ECM is difficult. A cunning ploy is to missile an expensive
looking ship. It is likely that this will have ECM, and will wipe-out both
the incoming and outgoing missiles.
Shields and Energy Banks
------------------------
Cobras are equipped with fore and aft shields and four central energy banks.
An energy unit is available at Tech level 8+ planets. This doubles the energy
bank recovery rate. Shields use classic Zieman-bound positron emissions to
protect ships from aggressive fire. These are recharged from the energy
banks. Successful laser bolts and missiles hold up the banks and an energy
low message indicates that there is only one energy bank remaining. More
accurate hits will destroy the ship.
Scanning
--------
The scanner provides pilots with 360° perception of surrounding space. The
centre of the scanner depicts the position of the Cobra. Objects are
represented by clubs whose length corresponds to the height above or below
the Cobra.
Bailing
-------
Pilots must learn at which point the next hit will be fatal. Life is more
precious than cargo and pride, wise commanders will bail. These escape
capsules, or Escapsules can be fitted below the seat at any world, Tech level
8 or higher. When Esc is clawed during combat the seat is dropped into the
capsule and sealed above. This will then be jettisoned from the ship and
automatically zoom to a space station in orbit around the nearest world.
Without, the Galactic Navy recommend panic as a pleasurable state in which to
face death if not greet her.
Part of the expense incurred by this investment is due to the insurance
policy cover which guarantees to replace the Cobra with similar equipment.
All cargo is lost and another Escapsule is not provided. Pilot’s critical
data and cash is transferred into a crisis account. This is established under
a new IR signature, thereby cleansing all criminal records.
ATTACK
======
The Philosophy of Killing
-------------------------
It is easy to become complacent about the Cobra’s capabilities. There is
little doubt that it is a fierce fighting craft, however alike all machines
it is only as effective as its user. Even if fitted with four lasers, four
AutoLoc missiles and an energy bomb, Cobras can be easy pickings for
experienced bands of pirates. Do not attack unless this is necessary. Not all
ships in deep space are pirates. Most pilots live by the Boltzman equal
pressure rule: they will respond to hostile action with hostile action.
Destroyers of fugitives, pirate ships, and Thargoid invaders will receive a
bounty payment (particularly high in the case of the latter).
Firing Missiles
---------------
To target a missile press T. One of the rectangular missile status blocks on
the console will blush from green to orange. The first object to enter the
laser sight in any monitor will be locked onto, turning the block red.
Pressing M will fire the missile, U will disarm it.
Combat Ratings
--------------
This is not a FlightSim, combat ratings stem from humble beginnings and a
harmless label. Survival of the first skirmishes may result in
reclassification, becoming mostly harmless. Mistakes in space combat are
lethal. Ideally traders climb the status ladder to poor, then average,
through above average, to competent, dangerous and deadly. Research reveals
that a deadly rating tends to be an unfavourable omen. Invincible does not
exist as a rating, nor as a state of mind. Deadly is as close to dead as it
is to Elite.
The GalCop Federal Law Centre collate data from TS ComDirect photographs
producing performance-linked ratings. Combat ratings are no longer solely
based on killing ability. GalCop is reluctant to accredit higher ratings
unless pilots have displayed attributes in areas other than killing.
Particularly skilful but uncreative pilots have remained at above average
despite having been more successful destroyers than many dangerous fighters.