Difference between revisions of "Manual:Gameplay Tactics"
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* "H" circles through "hostile" targets, whatever they are (I forgot this one, handy if you want to engage the cap ship behind the fighters first) | * "H" circles through "hostile" targets, whatever they are (I forgot this one, handy if you want to engage the cap ship behind the fighters first) | ||
* "K" cycles friendly ships, Shift+K gets nearest station, Ctrl+K gets nearest planet, Alt+K gets nearest jump point | * "K" cycles friendly ships, Shift+K gets nearest station, Ctrl+K gets nearest planet, Alt+K gets nearest jump point | ||
− | * "P" is also quite useful, since it targets the item that is closest to your target cross, so you can "aim" at the target you want to select and then hit "P". | + | * "P" is also quite useful, since it targets the item that is closest to your target cross, so you can "aim" at the target you want to select and then hit "P". Also selects a target for your turret. |
* "HOME" match speed with target | * "HOME" match speed with target | ||
* "Ctrl+R" targets the nearest hostile, "Ctrl+Shift+R" targets the most dangerous (both capabilities are not in the stable 0.4.3 release, only from version 0.5.0 on) | * "Ctrl+R" targets the nearest hostile, "Ctrl+Shift+R" targets the most dangerous (both capabilities are not in the stable 0.4.3 release, only from version 0.5.0 on) | ||
+ | * "O" turns the AI on/off; "]" puts you in the turret for manual control | ||
== Combat Recommendations == | == Combat Recommendations == |
Revision as of 12:59, 22 January 2008
Contents
Introduction
This page collects some of the information, tips and tricks for a better game play experience. It's a collection of intere4sting discussion points from the forums, mainly from the Gameplay Tactics Forum
Mass has effect on the maneuverability of your ship. Anything in your cargo hold has it's mass added to your net mass so it affects your moment of inertia. Notice the difference flying empty versus full.
Useful key bindings:
- "A" engages the auto-pilot
- "Shift+A" engages the SPEC drive
- "HOME" matches velocity
- "Shift+M" toggles the navigation computer
You start with the system map, which can get awfully unreadable when there are many ships in the system.
There is an "Up" button in that mode, so you can see the sectors and systems, not the current system in detail. If you have difficulties reading, try swapping the axis, or the view mode from 2d to 3d. Sometimes you may figure out more then.
Cap Ship Deliveries
When you have delivery missions to capital ships, consider this: currently the ship has no idea that you are coming so it just goes about it's business unaware of you. There are a couple of new targeting keys that you might find useful:
- "Ctrl+N" - cycles mission targets
- "Alt+N" - reverses targetting of mission target
- "Alt+0" - request docking clearance: if a neutral or friendly vessel is in SPEC, it will drop out of SPEC for 20 seconds upon a request to dock
Cap Ship Maneuvering
Tesla is one of the best handling and best equipped of the human cap ships. The trick to maneuvering the Tesla, or any big cap for that matter, is to remember the forward, aft, and orthogonal acceleration. For example, my Tesla makes 2.07g forward, 2.74g aft, and only 0.13g ortho... That means that getting up to speed, or slowing down is no problem. But, if you leave the thrusters on during a turn, or try to turn while you have a high velocity, you are accelerating along a second vector. Essentially, you are traveling in some given arc based on your previous velocity and your current thrust vector. The problem is, with such minimal sidewards thrust, the ship is not capable of righting this motion very quickly. Theoretically, if you knew the exact heading of your direction of travel, you could make steerage to that precise heading and use your forward or aft thrust capability to reduce that motion much more quickly. However, as there is currently no indicator of exact heading, and using the stars' position is not likely to help much, this is currently nearly impossible. Therefore, I've found the best way to maneuver a cap ship is to always reduce thrust to zero before making a steerage adjustment, unless it is a very small course correction, perhaps no more than a degree or two. Find your heading, presumably toward a point of interest which you have selected as a nav or combat target, then wait until your velocity approaches zero before reengaging the main thrusters. Don't get me wrong, its never going to handle like a Schroedinger, but with some thrust and inertia enhancement, it can be nimble for its size. And when you put those big LR Pminus MK IV's to work, its well worth it. 150 Kilometer range with staggeringly devastating damage will make quick work of light sub caps, and put major hurts on pretty much anything I've come across.
Merchandising
Equipment Trading
Go to a station and to the shipyards. Then, go to Confed class and have a look what ships they have in. If there is a milspec dodo you are lucky. Buy one at a price of 50 000 credits, then sell each of its 8 heavy tractors at a price of 12 000-ish. Already you have made a profit and then sell the ship for a further 25 000, making an overall profit of 71 000 each time you do this. That trick can also be done with milspec Lancelots. Just make sure the base you're in sells reaper cannons.
Hijacking
This way is more exciting. You need to buy a ship with tons of hold volume, e.g. the Ox. Kit it out with auto tracking tractor beams and a cloak. Then accept bounty and defend missions were there are loads of enemy ships involved. Go out to the ships as they fly through space unaware you are there (cloak), select an enemy in front of you and decloak. Once you tractor that enemy ship in, it will automatically select each ship (if not press H repeatedly)and in less than 15 seconds you will have an entire fleet of ships in your hold which you can later sell for a hansom price.
Cargo Scooping
You can find most of the cargo after battles. Go there equipped with tractor beams and scoop it up in order to sell it.
Enslaving
Whenever you destroy something a little pod comes out called a pilot. If you beam pilots in with your tractor beam then they are counted as contraband cargo and you have to sell/dump/eject them (or you can kill them with your lazors, blast em, drop em in to the sun, sell them, even sell yourself after loosing a ship if you're short of cash, keep them as kill marks (risky), play with them..., i.e pull them around with your tractor, set them free (they turn into hitchhikers)).
Exploration
The Way to Sol
Starting from Cephid_17 follow the path -->Crucible-->Stirling-->Agea-->War-->(Magellan)Steakley--->Theta_Ant-->Tesc_1613-->Sol)Hhrass-->Ktrk_pah-->Prithivi_mata-->Rudrasi-->Cario-->Ogawa-->Telemon--> Sol
Combat
Key Bindings
Some useful keys (Shift+KEY reverses the cycling direction):
- "T" targets just everything
- "N" circles through "natural" targets, like planets, jump points. That ships got selcted as well is not the way it should be and a bug I think.
- "U" circles through "unnatural" targets, like ships
- "H" circles through "hostile" targets, whatever they are (I forgot this one, handy if you want to engage the cap ship behind the fighters first)
- "K" cycles friendly ships, Shift+K gets nearest station, Ctrl+K gets nearest planet, Alt+K gets nearest jump point
- "P" is also quite useful, since it targets the item that is closest to your target cross, so you can "aim" at the target you want to select and then hit "P". Also selects a target for your turret.
- "HOME" match speed with target
- "Ctrl+R" targets the nearest hostile, "Ctrl+Shift+R" targets the most dangerous (both capabilities are not in the stable 0.4.3 release, only from version 0.5.0 on)
- "O" turns the AI on/off; "]" puts you in the turret for manual control
Combat Recommendations
Learning to fight in Vega Strike is mostly just a matter of practice. You can fight well even with the Llama. Though, get yourself some upgrades before. Generally buying auto tracking is highly recommended (even helps the accuracy of dumbfires, which gives you lots of bang for the buck).
First, try taking Bounty or Patrol or Clean Sweep missions instead of Defend. These missions will give you more time to accomplish your task. Try training in a more maneuverable fighter.
Use caution when engaging military vessels. A Llama is poorly matched against Aeran military ships, even against smallest, as their tech is quite advanced. An Andolian Goddard may kick quite a few Aeran ships' butts, but then again, it's a heavy bomber of recent manufacture. Piloting a light fighter is generally seen as much more fun than piloting a cap ship. Try the Rlaan Taizong or the Confed Dostoevsky.
At the furthest extreme, there is nothing more agile than a Dostoevsky (and the "Dosto" has it's loyal following). I usually use a heavy interceptor for anything smaller than a Goddard. Lancelot has a very good top speed, but cannot accelerate or corner nearly as fast as many other fighters.
If you still have a hard time, then you can use the settings program to slow the game down while you get the knack of it.
If you are flying a ship equipped with turrets, turn them on.
When dealing with large groups, taunt them out one at a time and then thin out the group before diving in. Use a cloaking device as well when dealing with a swarm of fighters of twenty or more since they tend to swarm on you after you take out the mission targets. On large ships (like a corvette) if you take out its turrets with missiles and knock out its guns and propulsion, you can come back with something bigger and haul it off to market. One tip is to take out the subunit or the radar and the ecm, so the ship stays as blind as porcupine that you can pull out its quills one by one.
Ships
For description of ships and classes head over to database Vessels & Installations.
Where do you find your new ship? Same as with advanced upgrades, you can try military bases, star fortresses, factories, or commerce centers. In addition, military capital ships or trantor class planets might have stock.
Upgrades
Where to find those juicy milspec (military specification) ships? You can usually find the milspec variant at military bases or star fortresses. Sometime even at factories or commerce centers.
Cloaking Device
Activate it with the "C" key and be warned that certain Aera ships can sometimes see through it.
Cloaking devices are available from some Aera installations, especially fighter barracks and star fortresses. The Confed version of the cloak shows up for sale at Research Stations once in a blue moon. They are rare. I docked an Unadorned Ox and found a cloaking device (under "Experimental"), so I bought it. I have it equipped to my Uber-Llama. If you just want to fly cloaked, the Schroedinger (Scout) has a cloaking device (milspec or stock one ???)
Faction Standings
The solution for most faction relation problems is shoot lots of Luddites as everyone hates them.
Uln
Concentrate on Luddites for a while leave the pirates alone. That should start to reverse your fortunes with the Uln and the rest who have ties to the pirates. Fortunately, you can kill Uln without making anyone else angry, except Pirates, Luddites and Aera.
Any time you are targeted by the Uln hit the "F1" key till he stops shooting, then the next and the next. The "F1" basically is trying sending the message that you are harmless.
LIHW
Once your relations with the LIHW start down the Confed start down as well.
Campaigns
The campaign is a stub, unfortunately, and likely to remain in place for a while longer for a few key reasons:
- We have an outline of how the large-scale actions in the VS universe should evolve, but not a convenient interface for causing them to happen as described (sufficient python hackery could do the trick, but rather tediously at the moment). Thus, the appropriate backdrop isn't going to be appearing for a while.
- We're interested in offering the player character a meaningful set of options, so it's not just one plot we need to write, it's a directed-acyclic-graph of plot nodes that need to be drafted up and then content for each node and appropriate segue developed. Progress on this front has been very slow -- it's a lot of work and it hasn't been prioritized relative to getting the fundamental mechanics of the game working (which any storytelling will rely on anyway).
- Once the latter is up to snuff, we'll still need to script everything. There has been a fair amount of work on a campaign editor to speed up this and any other mod scripting efforts, but the particulars of progress on that front are beyond my purview and have escaped from memory (dandandaman is in charge of said project).