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First-Hand Experience
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Starfighter Combat
Tactics
and Maneuvering
I've read several books
on atmospheric fighter combat and as far as I can figure
space combat will not resemble it in the least. Upon consideration of my earlier comments
on the development of new tactics for space combat in an
inertial simulation, and after reading a note about the
gravitic drive that the Minbari use, I started to see
many possibilities for the games development and play:
- Starfury vs.
Starfury battles are going to be the most
interesting, in that they will require the
development of entirely new ship to ship tactics.
In open space you will have combatants converging
and retreating, while keeping their ships pointed
together. The one thing you will never see a
pilot do more than once is retreat while pointing
in his direction of motion (perhaps the ability
to use the multifunction display as a wireframe
rear view would be advantageous). In the vicinity
of other, larger ships or the station itself
there will be a lot of popping behind cover, only
to emerge for an instant to fire a quick burst on
approaching craft (this form of combat could look
like a 3 dimensional Quake deathmatch... cool).
- Gravitic ships are
going to be a completely different challenge.
Some of those ships are extremely fast but not as
maneuverable as a Starfury. Any combat with a
gravitic ships is going to look more like
conventional aircraft combat. If the Starfury
pilot is in pursuit he is going to use a lot of
fuel to constantly chase after his target and the
use of the "Flight Direction Autopilot"
will be essential. Taking shots at the backside
of his target and possibly evading any rearward
firing guns with quick bursts of the
lateral/vertical thrusters. When he is in retreat
he will be forced to jink blindly while at full
acceleration or, if that isn't an option, to turn
and fly backwards while taking shots as his
tormentor screams toward his now slower (forward
thrusters are less powerful than rear) craft. And
at the last minute a quick game of chicken to see
who will veer off first to avoid the disastrous
impact (always hoping that they don't pick
corresponding vectors).
- Against less
powerful ships like the atmospheric Raider craft,
that are very fast but less maneuverable as the
maneuvering thrusters are an expensive compromise
on a ship that requires lift surfaces, the key
will be in avoiding your targets five mates who
have just lined up behind you. You have the
advantage in pursuit though because any rear
quarter shot that hits without killing will
result in loss of thruster power and a slower
target.
- In larger Capitol
Ship battles, the Starfury pilot will not be
taking on the Big mother ships themselves but
helping to take out individual defensive weapons,
and defending your own Cap Ship from incoming
missiles and enemy fighters. Trying to avoid the
smooth moving WhiteStar class ships as they open
up on the target. A collision warning system is
vital for avoiding those great chunks of debris
that have just been blown of enemies and
friendlies alike.
- When facing craft
that fight like the Narn you are constantly
engaged in every fighter pilots favorite
(sarcasm, the success rate of head to head passes
is approximately 33% with 33% resulting in mutual
destruction. Kinda makes you wonder about the
aggressiveness of those Narns eh?), the head on
attack. Guns defense becomes a real issue here
because while losing your cockpit canopy is not
the end of the world, flying in a pressurized
suit cant be easy and then you are down to
on layer of defense that isnt overly rugged
or repairable (you take a debris hit to the leg
of your suit and you are toast). Your best bet is
to retreat backwards as the attacker comes at
you, do a quick roll as it passes (in whatever
direction you are least likely to pass out in),
and open up on your retreating target (the
"Nose On Target Autopilot would be most
useful here).
- When fighting
Centauri type craft there are other issues to
deal with. While the craft is less maneuverable
than the Starfury, it does not have to ease its
attack due to pilot fatigue or injury. They also
tend to fight in greater numbers so you must rely
on you squad mates to defend your rear while you
pursue your target.
Herding
Without having to deal
with the restrictions of gravity fighters will perhaps
behave more like infantry who can be herded/forced into
situations that allow the large barrage guns of space
stations or destroyer class ships. This is likely to work
against them though as those ships may be less accurate
than the guns of a fighter.
Guns Defense
Guns Defense for a
Starfury pilot is going to be mostly evasion, with the
addition of rotating the craft to take impact on less
critical systems. If you see a flash of light coming
directly at you your best defense is not to be there when
it arrives. Your second best is to spin your craft to
avoid taking it in the cockpit. This is where a segmented
damage model comes in to play. If I take a nasty hit to
my upper right nacelle, it is better than getting my
cockpit breached but I certainly could have done without
the damaged exhaust ports that my computers must
compensate for by dropping my maneuverability down a
notch. And if Pilot health becomes an issue I sure
dont need to be slammed against my harness yet
again.
Certain craft that have
a form of Stealth technology would render some of the
target oriented autopilots completely useless and force
us to fly by hand.I doubt that fighting these particular
battles would be appropriate in the universe and time
that the game is set but these can be taken as example
for the myriad of surprises awaiting us. The end result
could be a very realistic flight engine and a game that
could offer so many types of play/combat that you really
have a lot of room to experiment.ArbadacarbaGettin' goose
bumps just thinking about it.
G Threshold
It must always be in the
pilots mind that the ship he is pursuing may have a
higher G threshold than he or his ship does. In this case
he will have to be prepared to turn a lead pursuit into a
lag pursuit at a moments notice just to remain conscious.
It may in fact be to his advantage to break off the
pursuit and attempt to acquire the more complex firing
solution. This option of course has its draw backs when
you are dealing with a race that has stealth abilities
superior to your targeting computer.
Ramming
Ramming in a StarFury is
never a prescribed tactic, however under certain
circumstances, when your craft is too badly damaged for
survival or rescue the pilot may opt to use his mulion
credit, state of the art Starfighter as a projectile.
Your primary goal is to attain maximum velocity with
which to impart as much force on the impact point as
possible. If your ejection mechanism is functional you
might want to accelerate and turn 90 degrees from your
target to eject and blow yourself clear of the impact.
It's not perfect but it will increase your chances of
survival.
Formation
Flying
Formation flying has its
benefits and its draw backs in space as well as in
atmospheric combat. On the one hand it serves to frighten
your opponents, bolster your own confidence and allow
each fighter to provide cover for others. On the other
hand a group of fighters bunched tightly together make an
inviting target for large quantities of weapons fire, and
your wing man can becom another thing you have to avoid
in combat.
Basic formations are
primarily used to allow the pilots to keep their eyes on
each other until they engage, and then they tend to break
off into pairs. In space the free for all or loose goose
is more likely to be the result of any match between
equal sized groups of fighters.
Title Stolen from
the preeminent textbook by Robert L. Shaw, "Fighter
Combat Tactics and Maneuvering"
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