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Using a frontline StarBase
| by Erik Lauer
| These pages are maintained by
Frank Niessink.
Last updated on 26 feb 1996.
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A front line SB can be a huge asset in a fairly
even game. Generally the SB is most effective at
a planet close to the path between the two homeworlds.
So in a FED ROM game, ind and can are likely planets
to be near, in a FED ORI game bet and pol are good
choices. Generally the SB should try to defend that
planet, stay alive, protect teamates nearby, and perhaps
occasionally move up to support actions on the enemy
front. If your team is having trouble getting kills,
the SB can try to give away kills -- but if there is
no such problem, the SB should give more attention to
the other tasks. A base which lets a friendly carrier
get killed because it is trying to give away kills is
probably not much of an asset -- carriers like to know
their base is trying to protect them.
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| Where to go
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For the rest of this, lets assume you are not the SB,
since enemies generally don't like taking where the
base is, expect more enemy takes at the other
planets. If your role involves defending those planets,
when you res in and you are looking for a place to go
(i.e. nothing obvious), and one of the other front planets
is undefended, you should probably fly there. Otherwise
the SB can be a good place -- it can sling you up faster,
and it should be in a central place (the center is a
good place to start if you are unsure -- it is close
to both wings).
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| Base under attack
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If your SB gets ogged, your team still needs to
continue to bomb and take -- that way the longer
the other team continues to ogg the base, the further
they fall behind. If the other team commits everyone
to the base ogg, probably your team needs two people
(one who bombs, the other picks up and takes as fast
as possible) who are not defending the base. If you
are not one of those two, and you are just ressing in,
you should fly directly towards your base. If you
arrive between oggs, your base can slingshot you
forward (pushing your base back). You can slow down
as your base does this (saving fuel, and letting your
base tractor and pressor longer). If there is no one
else, and the base needs to run, you can lock on the base
after you fly through it -- you will turn around and fly
towards it, the base can keep pressoring you. From this
position you are not only helping the base run, but
you are directly in the way of oggers. Remember the
base only needs one person to pressor off of, so if this
is already done, go up and engage enemies. If you
engage enemies before they reach the base, it takes
them longer to get there (if they rush, you can buttorp
them), giving your base more time to run, repair and
recover wtemp. If they don't ogg, going forward should
help do most tasks anyway. Between waves, the base
probably wants to keep running, and might want to pressor
of someone. Others should dock to refuel / repair /
possibly beam up, and consider if there is some other
task they should be doing. If your base is wtemped,
it will need others to fire and det for it, if need
be stay docked on the base during the ogg (yes you
will explode on it, but detting torps and killing
oggers is very important), remember you regen enough
fuel to continuously phaser while docked on the base.
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| Picking off the base
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Picking armies off the base to take is great of course.
Often it is not worth the effort to refit and choose
a better taking ship type; if you just quickly beam
off, then fly to the destination (with base pressors),
the time saved often makes for a better chance of taking.
If you can see this won't provide an open planet,
consider refitting. When you refit on the base, put
up your shields -- some damage may come your way (say
a ship uncloaks, gets one phaser off, and explodes),
and you don't want to die, lose your kills and
do an extra 100 to the base. If you are going to take
a planet with base support, and plan to basically stay
cloaked (say a big firefight to take an agri), an AS
is usually best. The AS carries the most, cloaks the
longest, takes the most damage to kill, and bombs (when
need be) the best. If you are taking an agri, generally
it is good to carry 6 not 5, so if the planet pops 1
while you are beaming you still take. If the base is
guarding a pile, but not under fire, generally you should
dock on the base to get the armies -- the base can get
the armies from the pile, and this allows the base to
tractor and pressor you to save time. However if there
are armies lying around on nearby planets (not guarded
by SB), and you don't really need to dock (i.e. if you
are out of fuel, you need to dock), pick off those
planets first so they don't get bombed. If you carry,
but nothing seems to be open, sometimes it is good to
drop on the base, and go get more armies. Generally
if there are places to drop, it is better to drop than
to shuttle though -- the base might blow up with the
armies, the armies used won't have that problem.
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