From: B Lin <lin@r...>
Date: Tue, 15 Sep 1998 15:15:24 -0600
Subject: Re: FTFB-Q about thrust 1 ships
> Jef spake thusly upon matters weighty: Another reason is that at short distances, the angle at which an enemy passes by changes rapidly, requiring more thrust to keep them in arc. With higher thrust ratings you may be able to turn your fleet around 1 turn sooner or be able to alter the vector enough to get one more shot before you pass out of range. In addition I subscribe to the Tank Destroyer theory for ship design, packing more weapons with limited arc, then bulking up on engines. In most cases the savings of not taking extra arcs on Class 3 beams or Pulse Torpedoes makes up for having an extra 10 or 20% taken up by engines. My standard tactic is to take an oblique run to try to get to one side or the other, then make a sharp turn through the middle of their formation. Usually they'll try to dodge to one side or another so I'll make a turn in the opposite direction, kick up the thrust and assess the damage. Unfortunately, front end attacks have high casualty rates, but if the PT's work the enemy isn't in good shape either. --Binhan