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Standard
Manuvers |
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Burnout
Hit the afterburners and increase speed until
your pursuer is no longer gaining on you or
the afterburners finish their burn. Then perform
as tight a 180 turn as you can handle; if your
target is within your cone of fire, open up
on him.
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Fishhook
Calculate the new heading you want. Turn to
a heading which is at a 180 angle off that figure,
then almost immediately make a 180 turn to your
coarse of choice. For instance, if you are on
a 0 course and you want to make a 90 left turn,
you first make a 90 right turn, then follow
up immediately with a 180 turn.
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Hard Brake
Reduce forward velocity as quickly as you can.
If you brake sooner, harder, and better than
your pursuer, he will overshoot you and enter
your cone of fire. Open up on him.
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Kickstop
Make a hard 90 turn in any direction and hold
your new course for a moment. If your pursuer
overshoots and doesn't turn in your wake, do
a 180 spin back and open fire.
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Roll
Close on your target while performing a corkscrew
roll.
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Shake
Also called Zig-Zag. Perform back-and-forth
45 evasive manuevers while closing on a target.
Varying between shake and Roll tactics while
closing is usually termed a Shake, Rattle, and
Roll.
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Sit-'n'-Kick
An evasive manuever especially useful against
large ships. Make a 90 turn in any direction.
Shut off engines and spin to face your target;
open fire. Then make another random 90 turn
and hit your afterburners.
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Sit-'n'-Spin
Kill your engines and perform a 360 spin, firing
on any targets that enter your cone of fire.
Once you've spun to your orginal course, re-engage
engines and continue.
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Tail
You all know how to tail a target ship. But
don't forget: Until you're sure of your most
effective tailing range, try and maintain a
range of 1000 meters, the "by-the-book" range.
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Tight Loop
Perform a minimum-radius turn in any direction
until you resume the course you held at the
beginning of the manuever. Properly performed,
this will put you behind your pursuer, or at
least shake him off your tail for a moment.
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Turn-'n'-Spin
This is like the Kickstop, except that you also
kill engine power.
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Formations
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1. Alpha-One
Standard triangle shaped formation.
Wing Commander in front with one WingMan to
each side.
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2. Alpha-Two
Resembles a sloping line.
Wing Commander at front with both WingMen on
his left side and slightly behind.
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3. Alpha-Three
Wing Commander and WingMen in straight line.
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4. Beta-One
Resembles a triangle when seen head on.
Wing Commander at top with WingMen below and
on each side.
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5. Beta-Two
Wing Commander in Middle with WingMen above
and below
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6. Beta-Three
Resembles Beta-One, except the Wing Commander
is slightly behind his Wingmen instead of ahead
of them.
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