Fighter Wings

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Wing Overview

The wing overview screen as most the features of the ship overview screen . From this screen you can turn on and off most fighter controls, set the friendly and command codes, set the speed, and set navigation targets. The mini nav screen in the middle of the screen can be used to quickly set a new waypoint.

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Wing Navigation Screen

Also See: Nav Modes and Targets

This is a screen that you most likely will not need to use very often. What makes this screen handy is it shows all the current nav targets and lets you access them.

There is currently no intercept target, and no escort target. The wing is in waypoint nav mode.

The box in the lower right corner displays the current anvil object if one exists.

Clicking on any of the small arrows pointing to the left will set the target slot to the current anvil object.

If you have a target selected you will see a small right pointing arrow like the one that the escort target currently has. Clicking on one of those arrows will cause the target object to become the secondary (anvil ) object. The target will appear in the box in the lower right corner as well as on the space command pad as the right hand object.

The way point is a point in space and not an object. You can have the ship move to the current location of another object in space, but of the object moves your wing will not follow it. The wing will just end up at the old location of the object. If you wish to follow another object you will need to use the intercept or escort options.

The wing is not going to make any effort to move to the location of the kill or dock targets. If the wing happens to pass by the location of one of these targets it will attempt to interact with the object.

The speed slider on the left side of the screen can be used to change the wing speed from here.

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Wing Name And Log Screen

You can change the name of the wing and you can leave a message to yourself in the lower log line.

Everyone can see the wing`s name, but nobody can see the log message.

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Missions, Codes and Scanner

The fighters have a short range scanner with about a 25ly range. Using it makes the fighters more visible to enemy scanners. Turning on the ID transmitter makes the fighters very easy for enemy ships to see.

If your fighter`s friendly code matches an enemies` universal friendly code the fighter can pass through enemy space without being intercepted by ships on with auto intercept turned on.

Auto intercept enemy ships will have the wing attack any enemy object that enters the wing`s patrol range.

Command codes are used to send commands to nearby objects that can understand them or to activate special fighter devices.

WINGAT~1.gifAttack Modes

Before the fighter will do any attacking you must have it set to attack enemies first, otherwise the wing will run if confronted by an enemy.

A quick strike will have the fighters make one pass on the enemy target and run at full speed away from the battle area.

Anti fighter has the wing attack enemy fighters first if possible, the wing will attack other targets if no fighters are in the area.

Ground strike allows the wing to target ground bases, even ground bases that are not firing at the wing.

Close to Point Blank orders the wing to get as close as possible to the enemy before firing the weapons.

Deadly first will have the wing attack the enemies that have the most weapons first.

Soft first will have the wing attack enemy pods and freighters first.

Do not launch orders the wing to stay on its ground base or in its fighter bay on its home ship. If wing is on a ship that is destroyed the wing will be destroyed as well.

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Fighter Statistics

This display shows you the detailed statistics for each of the fighter types in the wing.

Max Speed
LY Per turn the fighter can fly
Max Range
Max distance the fighter can fly before it needs to refuel
Armor
The blast level that the fighter can take and not be destroyed
Beam
The beam weapon power.
Beam Acc.
The beam accuracy
Beam Range
The range that the beam can reach in a combat
Missiles
The missile power
Missile Range
Max range that the missiles will reach.
Attack Rating
The ability of the fighter to bring its weapons to bare on the enemy target.
Evasive Rating
The ability to evade incoming enemy weapons fire.
Ord Payload
The number of missile reloads the fighter can carry.
Generator
The rate that the fighter makes new power to charge its battery.
Battery
The amount of power that the fighter can store up for an attack run.
Cost
Price in megacredits. (Fighters do not require minerals to produce)
Exposed Sys
The fighters soft spot, the odds that a small hit ( including a sand caster ) could case the fighter to explode.
G.A. (Ground Attack)
Air (fighters) / Machines / Troops / Cities
G.E. (Ground Evade)
Air (fighters) / Machines / Troops

April 1, 2004