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Checklist
Before launch
- Check availability of weapons and equipment
at different bases
- Check you have a shield mounted (if
required)
- Check you have an appropriate number of
bots/batts
- Check you have a countermeasure dropper (if
required) and sufficient countermeasures (CMs)
- Check you have weapons loaded (you may have
lost some)
- If not on a mission, set waypoints
After launch
- Be ready to move, in case enemies are
outside
- Form (F4) with a team member
During flight
- Watch your scanner for enemies.
- Have your countermeasures selected
(automatic), if trying to avoid random encounters
- Hit Esc or go free flight to leave
formation when attacked
During combat
- Watch your shield and hull damage
- Select a ship not currently being attacked
- Watch your thruster fuel
- Use your side (A,D), reverse (X) and
forward (Tab) thrusters to avoid fire and target the enemy
- Look at your thruster fuel, bots/batts
again
- Keep moving
- Avoid damaging your allies
- Always assume there may be another
encounter after this one
- Watch for other players under attack and
try and engage their enemy
- Never take another player's kill or loot
unless agreed or requested
- Announce any enemy reinforcements coming in
- Check your hull and shield damage, fuel and
remaining batts/bots again
- Give warning that you may have to leave due
to damage/fuel/batts/bots etc
Escaping
- Discretion is always the better part of
valour and caution can keep you alive. Make sure you have a reserve of
fuel/batts/bots/CMs to be able to make it to the nearest base.
- Spiralling or corkscrew flight under
thrusters will keep you relatively safe when pursued, but will use up fuel.
Most pursuers will be discouraged eventually - hopefully before you run out of
fuel.
- Cruise flight will allow you to escape - if
you can avoid being disrupted by missiles. You may use countermeasures
or exhaust your opponents' missiles by firing up your engines to attract
missiles and then shutting them down before impact. Both these
techniques require practice.
Navigation
When you join ICTW, your navigation maps
will only show some planets and your current base. It's up to you to
fill in your maps. Use your Trade Routes view to show
the common trade paths from your current position - at the end of the trade
path there will be a new base. More trade paths will become apparent
as you move around the system.
Weapon groups and countermeasures
Due to power requirements, you may find
it more efficient to divide weapon combinations into different groups.
This may allow you to use all your weapons (or the most shield effective
ones) at the beginning of the encounter and then switch to a more effective
combination for dog-fighting. For medium and heavy fighters, weapon
grouping is highly recommended. Setting a separate weapons group for
automatic countermeasures is also very useful when avoiding encounters.
Review your original Freelancer
documentation for setting up weapon groups, but essentially in your
Controls setup:
- Choose keys for the weapon groups (e.g. 1,
2, 3, 4)
- Choose keys to set each weapon group (e.g.
Shift-1,Shift-2,Shift-3,Shift-4)
- In space, select a weapon group (e.g. Press
1)
- Turn on and off the weapons you require in
your weapon list display
- Press the key(s) to set the weapon group
(e.g. Press Shift-1)
- Repeat for the other groups
CAUTION:
If you enter a base without your weapon group set to Group 1, they will be
altered when you exit the base. Always check your weapon group is set
to 1 before entering a base.
Although Countermeasures can be used
manually to decoy enemy missiles, they are more effective if set to
automatic deployment. To set countermeasures to auto, turn them on
(green) in your weapon display. You may also define a weapon group
that only has countermeasures turned on and select that group when
appropriate.
Solo
Missions
Base missions are important to earn
reputation to allow you to buy better ships and weapons. You'll soon
find out that some bases require a lot more proof of competence than others.
When starting out, low-level missions are recommended,
to allow you to find your comfortable level of risk. Your current ship
set-up and type should determine the level of missions you attempt.
Once you have honed your skills and enhanced your ship, you can attempt
higher level missions.
Mission levels indicate the maximum
level of ships opposing you while the level of individual enemy ships will
indicate how many valuable dropped items you can expect. Note that the
mission level is an indicator only. You may be faced with more or
higher level ships than you anticipated and you may have to travel long
distances.
Missions provide you with a temporary neutrality that will
make you show as neutral to all ships, except your targets. However,
neutrality is not perfect and can fail unexpectedly. Once you complete
a mission, your neutrality can vanish, so sometimes it makes sense to leave
the target until last or be prepared to fight a number of high level random
enemies.
Your forward thruster
(usually the Tab key) is useful in dogfighting and
avoidance, but it uses fuel. Use your left, right and reverse thrusters
(left and right strafe and back/reverse - usually keys A, D and X) to
manoeuvre your ship, target enemies and avoid hostile fire. These
thrusters don't use fuel and can also be used for avoiding fire while trying
to get your cruise engines started. Keep an eye on your thruster fuel
level and your shield and hull - too much damage and you lose weapons and
equipment.
Do not stop moving.
Team
Missions
After a few solo missions you may learn to
appreciate the value of teaming up. Playing in a group will enable you
to take higher level missions and provide more security and better rewards.
It also offers an opportunity for exhilarating (and lucrative) combat with
weapon installations, freighters, gunboats and capital ships. However,
completion of team missions is dependent on the skills of the team and how
well they work together. In small groups, the death of a member can
have disastrous effects on the survivability of the mission.
If you
want to join a team, then follow the simple rules below. They will
ensure you become a valuable team member. If you ignore them, then you
may have to learn to fly solo, or not at all.
At the start
- Use Ventrilo if you can,
but keep communication quick and to the point - both in
Ventrilo and text
- Ask if you can join
anyone in doing missions. Don't be offended if players
refuse, as they may have other plans.
- Establish how you are to
share the loot. We recommend that you agree to share
evenly, as everyone is sharing the risk.
- If you have cargo or
points at the beginning of a mission let your team mates
know - it saves arguments later.
During combat
- Be aware of your team mates. Watch
out that you don't collide with or obstruct them and watch out for people
attacking them from behind (watch their 6). Medium and heavy
fighters and freighters are not as manoeuvrable as lights, so they need
fighter cover.
- Never shoot your team mates - enough
people die in real life from 'unloaded' guns and shield indicators may be
wrong.
- Unless previously agreed, do not attack
an enemy that is already being attacked by another player - find another
one.
- Do not tractor in loot from a ship that
has been killed or substantially damaged by another player, unless asked
to do so.
- If you are taking too much damage or
low on fuel or just need to leave - tell your team mates.
After combat
- Don't become complacent. Just
because you finished this encounter, doesn't mean that another one isn't
about to begin
- Sharing usually occurs back at base.
It may be a good idea to dock first and launch before sharing - just in
case the server crashes.
Generally
- Be slow to accuse and quick to forgive
and always be polite.
- Remember, treat your teammates lives as
your own. If they die, there's only you left to complete a difficult
mission
Solo
Random Encounters
You may encounter random enemies while on
the way to/from a mission. In this case, the enemy will usually be
white or neutral to you until you fire. When not on a mission, the
enemy will usually be announced by a cruise disruptor missile approaching.
Most new players are best avoiding random encounters or running away.
To avoid randoms:
- fly away and use counter
measures
- dodge
around, while waiting for cruise to engage and repeat this
as many times as necessary
-
use thrusters until they give up (sometimes they don't
before you run out of fuel).
-
die.
To the experienced player, random
encounters offer a new flying experience. Enemy fighters are usually
double their displayed level (and carry double cargo), while Level 5s will
normally carry Points.
Flying solo randoms is all about caution and
confidence. You should be confident of your ship and weapons and your
skill both in targeting and avoidance. You should be cautious as to an
escape route and your thruster fuel. A random encounter may start with
two level 2s but escalate to waves of level 5s. In Bering, heavier
ships may also appear. We would not recommend solo randoms in the War
zone.
Help - often unwanted - will appear frequently. If the
helping ships do too much damage to an enemy then you will lose the loot.
Team
Random Encounters
Teaming up for random encounters increases
your survivability and speeds things up. It also allows you to take on
freighters, gunboats and capital ships. All the rules outlined above
for Team missions should be followed.
Escort Duty
A number of players are trying trading
and almost all of them will require escorts to avoid spending lots of
cash on counter measures/damage and eroding their profits. Of course 3
or more grouped armoured transports rarely have to worry, but they may
enjoy the company ;-)
So what is your function and preferred equipment as an escort?
The first task is to protect the trader (the MONEY), you will be paid
out of the profits of their trading, so their survival, the time taken
and the amount of damage/expenditure they take are crucial.
Ideally, you should be in a ship that is fast and manoeuvrable, with
good weapons and even missiles (they can allow you to distract multiple
NPCs quickly).
If you can carry Counter Measures (CMs), take as many as you can. With
CMs set to automatic (green
in your weapons list display) they will add protection to the trader.
You may also need them to disengage from attackers.
You should be able to do better than cruise speed on thrusters, as
you'll often need to catch up to the trader, especially if out of
forming range.
Always mark your destination with a way point. In the hopefully,
unlikely event you get out of range of the trader, it provides a quick
direction.
Forget drops and points. You are there to distract the enemy enough so
that the trader can cruise away whereupon you disengage and catch up.
If you delay fighting NPCs and the trader gets too far away, you may
not catch up with them before they have another encounter. Sometimes
you may do enough quick damage to justify picking up a point quickly,
but keep a close eye on the distance to the transport. If you get too
greedy, you are putting the whole mission in danger.
In the event you get in too far in over your head and find yourself some
distance from the trader, request the trader do a circle so you can get
within forming range.
You may develop your own techniques when flying with the trader, but I
prefer to stay formed with my CMs (if any) on automatic. If either of
us is disrupted, I'll immediately engage the closest enemy to the trader
and switch to others if they start after the trader. My goal is to
delay the enemy until the trader reports they are clear, once I get the
all clear I disengage and return to the trader. This is where it helps
if you have better than cruise thruster speed, as you can catch the
trader and ignore the missiles from the NPCs.
When the transports reach a base, stand watch until they dock, before
trying to dock and refuel. Always undock before the transports and
report on whether it's clear outside.
You'll usually be paid once during a circuit, at the discretion of the
trader and the amount of profit available. Fees range between 50k to
100k per circuit, but it will depend on the type of trading ship and
profit made (and the generosity of the trader - but most like to pay
their escorts well to keep themselves alive and profitable).
Flying escort can be great fun and profitable. It's also an opportunity
for some occasional PvP, as the pirate players love to try and take down
a trader.
Just remember - protect the MONEY |
Player vs Player (PvP)
Unlike other mods, Player vs Player combat
is comparatively rare in ICTW. Cautious players realise that PvP combat is usually slow, risks life and damage and runs the risk of
escalating random encounters from enemy factions.
However, PvP can
occur due to mutual arrangement, overlapping missions, being in an enemy
area, players after fun or variety. Plaeyers may also be targetted
because of their high Performance Rating and the effect their death will
have on the opposing team's score.
No PvP is allowed in
New York.
By
design, PVP cannot be equal. Players will be in different ships with
different speed weapons. Ship type and number, bots and bats, weaponry
and, of course, player skill will combine to influence the outcome.
Also be aware that unless you know the other player well (or because you do)
there is no guarantee that you will be faced with an even number of ships or
that the other player(s) will turn up. Remember flying around out
there is dangerous.
Enemy
Tactics
Different Non Player Character (NPC) enemies use different attack and
avoidance routines. Learn to predict how your enemies will attack and
how they will try and dodge your fire. Your ship type will also
determine how you deal with these tactics. Light fighters can usually
match speed and follow an enemy, medium and heavy fighters will usually have
to wait for their enemy to come to them and deal with them appropriately.
Help!
Everyone's red!!
Sometimes, when you least expect it, all
the surrounding ships (and stations) go from allies to enemies (turn red).
There are a variety of reasons for this event but they all come down to you
doing damage to a friendly flyer. You can shoot an ally or collide
with one and do a little too much damage. In any event, you'll
suddenly be surrounded by red former allies (or you may be wondering why you
are shooting at this red ship and not doing much damage and you realise it's
an ally).
First thing
DON'T PANIC!
This is the first bit of crucial advice, because allied NPCs cannot do much
damage to your shield (which better be up). However, if you still have
real enemy out there, they will be attacking. Worse still, if you are
near a base, then it will start firing at you as well.
Now, if this occurs with only a small group, you can usually ignore your
hostile allies and finish up the enemy ships. However, if it's a large
group or near a base then it's time to get out of there. Use any of
the methods normally used for escaping.
If you are out in space, then just losing
the pursuit will usually put you back to green. If the close bases are
hostile then you need to do a long trip to a base that's not.
IF YOU HAVE AN ESCAPE POD AND YOU MAKE THE TARGET BASE HOSTILE TO YOU, YOU
CAN ONLY ABORT THE MISSION.
Shares
Ok, you didn't join Total War to play the
Stock Market or maybe you did. Each of the corporations for each
major faction sell shares. Shares do not take up cargo space and you
can make a tidy profit by buying and selling at the right time.
Upgrades and conversions
Now if you have the money and the rep,
there are a few upgrades you can purchase for your ship. A Power
upgrade will let you load more weapons of higher power, but will seriously
use up your thruster fuel. An Engine upgrade will give you a
higher flying and thruster speed and a shorter time to go to cruise.
Conversions are also available for those players who want to use
pirate weapons on non-pirate ships.
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