Wing Commander said:
Always remember the 5 D's
Dodge
Dip
Duck
Dive
Dodge
- you won't go wrong :lol:
[Sarcasm]How massively helpful![/Sarcasm] (sorry if that was a tad grumpy but the smegging Tour de Brittian cycle monkeys are in town and its making my comuting today.... interesting.....)
Basically the order is:
1.Declare Fire -> 2.Stealth -> 3.Determine hits -> 4.Interceptors -> 5.Dodge (I think, the previous two might be the other way round) -> 6.Shields -> 7.GEG -> 8.Adaptive armour -> 9.Pinning -> 10.Record Damage
It should be noted that any ship anyone comes up with that actually needs to go through that entire list one by one is probably broken beyond belief if its got more than 1 hitpoint and a light particle beam!
The REASON for the order as I see it is:
1. You pick your intended targets and then press the big red fire button
2. Try to beat targets stealth and sensor jamming, if you fail the all your shooting hits a lovely chunk of space where your computer thinks the enemy ship is
3. Determine number of hits. Lots of of shooty death, see how much of it is anywhere near the target.
4. Interpcetors fire at any potential threats.
5. Dodge. You try to get out of the way of the incoming shots (which is not to say you wait to see what gets intercepted before dodging but more that you dont need to roll to dodge the hits that havent got through anyway, I would assume the ship tries to dodge the whole volley!)
6. What you dont dodge strikes your shields
7. Whatever gets through the shields, the GEG tries to dissipate
8. Whatever gets through all this hits the hull, but adaptive armour alters itself to minimise the structural damage.
9. If the ship is alive its this final amount of structural damage that determines how much it 'hurts'
10. smoldering chunks of ship drift off into space