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- X-WING SPACE COMBAT SIMULATOR
- General Notes
- compiled by Hoang Pham & Jim Kerr
-
-
-
- The game consists of: the Pilot Proving Ground, the Historical Missions,
- and the Tours of Duty.
-
- The Proving Ground has 8 obstacle mazes for each of the 3 ship types.
- You need to complete mazes #1 & 2 to be able to enter the Tour of Duty
- area. Complete to #5 to become a flight officer. Complete to #8 to
- receive a flight badge for that ship type. You can keep on going beyond
- eight and get a higher score, but all subsequent levels are the same as
- level 8.
-
- The Historical Missions section has 6 training combat missions for each
- ship type, plus how ever many Tour of Duty missions you've successfully
- finished. Upon finishing each training mission, you get a battle patch.
-
- There are 3 Tours of Duty. Each has 12 missions, and the 3rd Tour has
- an additional 2 missions on the surface of the Death Star, making a
- total of 38 missions.
-
- Bragging Rights & How to Keep Them:
-
- There are various ranks, ratings, and awards as you go along. The
- highest are General ranking and Top Ace rating. The Diamond Eyes is
- the last award you'll get, aside from the award at the finishing of
- each of the Tour of Duty. You can get an award every time you
- destroy a star destroyer, up to the Diamond Eyes.
-
- After a successful ToD mission, exit to DOS and make a backup of your
- pilot (file with .PLT extension). You don't need to do this for the
- Historical missions, as there is no chance for losing the pilot. To have
- more experienced wingmen (the default are rookies), copy the .PLT file to
- different file names, then assign the "clone" pilots to whatever ship in
- whatever flight groups there are. Each pilot will have a different
- picture. There is at least one picture of a female pilot (if you give
- a female name), and one of a Calamari pilot.
-
- Shields & the Art of Staying Alive:
-
- At the start of a mission, set shields & laser to max recharge, then
- transfer just enough laser energy into shields to keep the lasers at the
- higher power band (glowing red instead of dull red). Once the shields
- are maxed, then set them to normal and leave laser at max recharge. This
- is the normal combat setting.
-
- When your shields are taking hits, learn to "equalize" the fore & aft
- shields by hitting the "S" key three times in quick succession, and to
- reinforce it by using the "'" (apostrophe) key. In heavy fire
- situations, such as when attacking a capital ship, set shields also to
- max recharge. Don't leave shields on max recharge when dogfighting TIEs,
- as you'll be too slow to follow them. To replenish shields, pull into a
- continuous loop while turning on max recharge for both lasers and
- shields, then transfer laser energy to shields as needed.
-
- Remember that a live chicken is always better than a dead duck, so
- whenever you get to the single-band shield level, turn tail and scoot,
- and transfer all laser energy to shields as you opt for a safe place to
- recharge your systems. If things get really hairy and the old-fashioned
- loop-turning still gets you a smoking rear, then zig-zag as you loop.
-
- Laser/Ion Cannons:
-
- Use dual fire against all targets. When in a X-Wing, use linked fire
- against any target other than TIEs, gun boats, or shuttles. This
- dictates that you have to aim before you shoot (always a good idea
- anyhow). The advantage is that, with the Y-Wing's closely-spaced guns,
- you only need half the number of hits, as you would hit with both bolts.
- With the A-Wing and X-Wing's wider angle of convergence, you still have a
- better chance to hit with 2 bolts side-by-side rather than one following
- the other.
-
- Max range of lasers is 2 klicks, but the small "aspect" you can acquire
- at that range makes it impractical against anything other than large or
- non-moving targets. Dogfighting range is usually at 0.3 klick or less.
-
- Normal range of ion cannons against stationary or slow-moving targets is
- 0.5 klick. Ion cannons is the only weapon capable of disabling ships.
- For both lasers & ion cannons, remember to always have them at the higher
- power band for more damage and further range.
-
- Torpedoes & Missiles:
-
- To use your proton torpedoes or concussion missiles, select the firing
- mode you want, then select the target. When the target is within range
- (varies depending on size, about 2 klicks for TIEs and 6 klicks for
- larger ships), the crosshair square will turn yellow. After about 5
- seconds, it will turn red, indicating a lock, and you can then fire. If
- you fire without a lock, the missile/torp will go straight ahead. A
- concussion missile does less damage than a proton torpedo. It takes one
- missile/torp to kill a TIE, and two or more to kill anything larger (thus
- you may want to use dual-fire). TIEs, especially interceptors &
- fighters, can usually outmaneuver torps/missiles. Against them, it is
- best if you fire from behind and at short range.
-
- Things are straightforward when you are on the receiving end of a
- pursuing missile: If you have full shields, then just ignore it and let
- it hit (it will take out one full band of shielding and a little more),
- then equalize/reinforce your shields afterward; if your shields are low,
- then you may want to target the missile and fly to keep it at your side
- instead of at your front or back (i.e. keep it at the fringe of your
- radar screens and not at the center), and wait until it explodes of its
- own accord. Exceptions are when there are two missiles instead of one,
- which means you should avoid them even at full shields, or when you are
- flying escort and can't afford the time to dodge missiles, even if your
- shields are low.
-
- Capital Ship Busting:
-
- It is feasible to destroy a star destroyer (STD) singlehanded, by first
- destroying the two small towers on top of the ship. These are the shield
- generators, and destroying them will bring down the shield. They take 3
- proton torpedoes apiece to destroy, or the equivalent of force in laser
- shots or concussion missiles. Always use linked fire and max shields
- when attacking capital ships. Aside from better protection, the slower
- speed also gives you more time to aim and dish out punishment.
-
- Upon approach, switch on dual-fire torps, and hit each of the towers with
- 2 torps on your first pass. Switch back to single-fire, turn around and
- hit the towers again with one torp each to destroy them and take down the
- shields. It's best to fire without lock (I don't think you can lock onto
- the generators anyway), since it's not practical when you want to hit the
- generators one right after the other. To minimize the chance of a miss,
- fire at point-blank range. If you are flying an A-Wing, remember that
- concussion missiles do less damage than torps, and it will take more to
- destroy the towers.
-
- Normally, there will be TIEs flying cover. In the tougher cases (e.g.
- the STD Immortal in ToD #2), the STD will release additional TIEs as it
- is being attacked. Move away from the STD so you don't have to contend
- with its point defenses, then destroy all TIEs except for one in each
- wave (I skip any TIE that is #1, it makes accounting them easier). This
- makes for less opposition and no new TIE waves. After you've whittled
- down the TIEs, then again have at the STD.
-
- After the shields are down, swing to the back of the ship to where the
- glowing engine exhausts are (the point defense is less intense there) and
- keep shooting. If you have a Y-Wing, use the ion cannons to disable the
- STD (after the shields are down), as it is much faster than trying to
- kill it with lasers. The disadvantage is that you have to operate at a
- closer range due to the limit of the ion cannons. You can kill the STD
- at your leisure after it is disabled, after destroying the TIEs that are
- flying cover. When your shields run low, weave your way out to 2 klicks
- away from the STD, pull loops while you recharge, then turn around and
- come back in to pick up where you left off.
-
- Depending on how much patience you have, it is also possible to destroy a
- frigate--or any other vessel in X-Wing, for that matter. As the shields
- of all these large ships seem to be non-regenerating (or at least very
- slow in regenerating), it's only a matter of time before you bring down
- the shields. Unlike the historical missions, the ToD missions are not
- limited by the game clock, so if you had already accomplished your
- objective and want to bag some big fish for a change, try a frigate.
- Factors that can slow down the process are the aggressiveness of the
- frigate, i.e. the intensity of its point defenses (it varies depending on
- the scenario), the presence of TIE cover, the presence of mines, etc. If
- you'd rather tempered your patience with knowledge of your progress, then
- have a practice session with invulnerability turned on, and park next to
- the frigate and count out how many shots it takes to pop the shield.
-
- Swatting Flies, er, Killing TIEs:
-
- TIE fighter: 2 hits. TIE interceptor: 3 hits. TIE bomber: 5 hits.
- Against those TIEs that are coming after you (instead of the ship you're
- assigned to protect, if any), destroy all except one in each wave, as the
- game won't send a new wave until all ships in the present wave are
- killed. If you have a Y-Wing and are fighting against slow targets like
- assault gun ships, shuttles or transports, use your ion cannon to disable
- them. They are in effect dead, but again, no reinforcements will come
- out to replace them, as the wave is still in play. (Keep in mind that a
- disabled ship isn't the same as a destroyed ship as far as mission
- objective is concerned.) Don't use ion cannons on TIEs, as they are too
- maneuverable for the slow-moving bolts, and if hit, they are destroyed
- and not disabled. In certain missions, a hull-damaged TIE bomber or
- interceptor sometimes turns and runs, delaying the arrival of the
- replacement wave.
-
- The initial head-on approach merits some mention, as this is the one time
- where the TIEs fly straight and can be killed fairly fast. It's not
- normally a good idea to try and out-shoot T/F's or especially T/I's in a
- head-on pass, as they can aim better than you can, and usually there are
- two or more of them. For these, approach on a tight tangent, bobbing up
- and down to avoid fire. Swing around immediately after they pass by and
- pick one out to dogfight. Against T/B's or any TIE group that is
- targeting some other ship (and not shooting at you), you can use lasers
- (remember to lead your shots if necessary) or get a torp/missile lock.
- For the latter, slow down to 1/3 or 2/3 for more time for a lock.
- Personally, I prefer using lasers (and save the torps for the big mama
- afterwards), as locking torps head-on is not very reliable, even against
- the slower T/B's. And for the time it takes for a lock, you can probably
- destroy a TIE with lasers already.
-
- There are many escort or "protect" missions in the game, so it is
- important to determine which enemy waves are the most dangerous (i.e.
- those that target the ship you're assigned to protect, which is a lot
- easier to kill than you). Be on the look-out for TIE bombers, since they
- can launch torpedoes at their target from 5-6 klicks away. Use the Map
- frequently to check on the position and identity of the ships in play.
- For slow targets like TIE bombers, assault gun boats, transports, etc.,
- you may need to slow to 2/3 speed to not overshoot them when pursuing.
- Use BkSpc, bracket, and \ keys to control speed, rather than +/- keys.
-
- Mines and the Successful Combat Engineer:
-
- Against mines, set your lasers & shields to max recharge, then cycle
- through the mine targets to determine those closest. Optimum range for
- shooting mines is from 1.3-1.4 klicks out (you can destroy mines from
- 1.42 klicks away, but the targeting square won't register the target
- until you are at 1.40 range). Remember to STOP when in this range before
- you start shooting, lest you blunder in too far and be shish-ka-bobbed by
- laser fire before you can even say ouch. If you're under time pressure,
- you can move in closer (1.1-1.3) to acquire a larger "aspect" on the
- mines for faster targeting, but your shields will suffer. Turn tail if
- your shields get too low and let them recharge (but then you defeat the
- purpose of moving in closer in the first place).
-
- The mouse should be used for mine clearing instead of a joystick for
- better pin-point shooting. Unlike most other games, in X-Wing both the
- mouse and the joystick can be active concurrently. Use linked fire to
- maximize chance of a hit. Aim until you register the target (green box
- lights up), fire twice, then immediately cycle to the next mine without
- waiting for the current mine to blow up. You can save about a second for
- each mine this way. After you've cleared out all the mines within range
- (remember to cycle through all the mines to check), then move in closer
- and repeat the hop-stop-pop routine.
-