Difference between revisions of "Intruder"
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==Notes and references== | ==Notes and references== | ||
− | {{note|1}}''From [http://forum.uqm.stack.nl/index.php?topic=4424.0 this] forum thread. For | + | {{note|1}}''From [http://forum.uqm.stack.nl/index.php?topic=4424.0 this] forum thread. For an explanation of the affected properties, see [[Table of ship properties#Explanation of properties|this page]].'' |
{{ShipBox|image=Intruder_icon.png|link=intruder|race=[[VUX]]|crew=20|value=12|batt=40|regen=0.111|primary=Gigawatt Laser|prim-cost=1|prim-rate=0|secondary=Limpets|sec-cost=2|sec-rate=7|speed=21|turn=0.142|accel=1.4|mass=6}} | {{ShipBox|image=Intruder_icon.png|link=intruder|race=[[VUX]]|crew=20|value=12|batt=40|regen=0.111|primary=Gigawatt Laser|prim-cost=1|prim-rate=0|secondary=Limpets|sec-cost=2|sec-rate=7|speed=21|turn=0.142|accel=1.4|mass=6}} |
Revision as of 19:09, 2 November 2009
The VUX Intruder is both incredibly slow and hard to turn, but it compensates for this by utilizing limpet parasites to slow down enemy vessels.
Propulsion
The Intruder is a painfully slow ship with a low turning rate. But it is rather massive, and is greatly accelerated by a gravity whip maneuver.
The Intruder has the unique ability of being able to warp in close to an enemy ship when entering TrueSpace for combat. With luck, an Intruder can inflict serious damage on the other ship before it manages to get away.
Armament
Primary
Intruders are armed with a powerful gigawatt laser that can slice through any ship in a matter of seconds. Its modest range and rapid energy consumption demand a certain amount of skill in order for it to be used effectively, however.
Secondary
An additional Intruder offensive weapon is the "limpet", which launches inside a protective cocoon which automatically targets enemy vessels. Upon nearing a target, the cocoon cracks, releasing the limpet to clamp down upon the enemy vessel's hull. While no crew are harmed when a limpet attaches, the combination of inflicted damage and added mass decreases a starship's maneuverability. Only after battle can a damaged ship remove the offending limpets.
Tactical Overview
A popular tactic with the Intruder is to assume a standoff position and coat the enemy ship with so many limpets that it is effectively immobile, then close in from behind and finish them off. A well-timed gravity whip can assist in this strategy greatly.
The Intruder's characteristic arrival close to its opponent can best be taken advantage of against stationary targets. An opposing craft that is already in motion as the Intruder appears will almost always escape before the Intruder can take advantage of the situation. This ability is most devastating during the first bout of a battle because both opposing ships enter the arena simultaneously and begin combat at a complete stop.
Ships with long-range weapons--particularly homing weapons--are the bane of the Intruder. If they achieve long distance away from the Intuder, they will be able to pummel it with impunity. An Intruder must either quickly eliminate such enemies at point blank range or ensnare them with limpets.
Minutiae
These are the exact effects an individual limpet has on a ship's mobility when it affixes:1
- Turn delay increases by 1 up to a limit of 255.
- Acceleration delay increases by 1 up to a limit of 255.
- Acceleration increment decreases by 1 down to a limit of 4.
- Top speed = Old top speed * (New acceleration increment / Old acceleration increment).
- If a ship's acceleration increment is already at 4 or less, top speed will be set to 8.
Notes and references
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