Difference between revisions of "Trader"

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==Tactical Overview==
 
==Tactical Overview==
 
While charging the primary weapon, all energy generation systems are diverted into the the containment field.  This means that Trader pilots should watch their fuel gauges closely, and not begin charging the weapon until they have enough energy left over for a Confusion Ray, or successive non-charged shots.
 
While charging the primary weapon, all energy generation systems are diverted into the the containment field.  This means that Trader pilots should watch their fuel gauges closely, and not begin charging the weapon until they have enough energy left over for a Confusion Ray, or successive non-charged shots.
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The Trader can easily destroy a [[Mycon]] [[Podship]]. You can evade the Podship long enough to charge a blast into red, when it is able to absorb all Plasmoids the Podship sends at you. Let it use up all its batteries firing Plasmoids, get near, fire the blast, and then fire two small blasts to destroy the ship.
  
 
==Known Ships==
 
==Known Ships==

Revision as of 12:26, 21 June 2006

Melnorme Trader Icon.png

The Melnorme Trader is a large ship with a moderate turning rate and average speed. Mostly designed for long range travel and storage to support the Melnorme trade system, the Trader is not a ship of war. Given that, it is still quite capable of defending itself due to a recently acquired Keel-Verezy weapon system.

Navigation

As stated previously, the Trader is not a very agile craft, but neither is it ponderously slow. Combined with its various weapon systems, the Trader's maneuverability becomes more than sufficient.

Armament

Primary

The primary weapon mounted on a Trader is a chargeable, long-range blaster weapon. The Melnorme Captain can prepare the projectile without releasing it. Doing so moves the weapon through several distinct (and colorful) stages. When it is finally released the projectile travels extremely fast, and will do considerably more damage the longer it has been charging. It has a very long range, and at full power it can do as much damage as a Shofixti glory device at point-blank range. It is also able to absorb a Dreadnought's fusion blast.

The weapon can also be used to absorb enemy fire or make attacks without releasing it. Used in this fashion it acts somewhat like a high-tech battering ram.

Secondary

The ship's secondary weapon is a Confusion Ray that disrupts the enemy ship's control systems. A stunned enemy cannot activate their secondary weapon systems or control their attitude jets, but they are able to operate their primary weapon and thrusters normally. An enemy under the effect of the Confusion Ray will spin helplessly, and become easy prey for the Trader. If this weapon is employed near the planet, then its effects can be quite perilous.

Tactical Overview

While charging the primary weapon, all energy generation systems are diverted into the the containment field. This means that Trader pilots should watch their fuel gauges closely, and not begin charging the weapon until they have enough energy left over for a Confusion Ray, or successive non-charged shots.

The Trader can easily destroy a Mycon Podship. You can evade the Podship long enough to charge a blast into red, when it is able to absorb all Plasmoids the Podship sends at you. Let it use up all its batteries firing Plasmoids, get near, fire the blast, and then fire two small blasts to destroy the ship.

Known Ships

Inevitably Successful in All Circumstances