Comm:
Comm keys 6 through 9 are unused. Seemed like good keys to bind wingman commands, which I did. The new bindings don't show on the comm VDU, but they work, and are very handy placed there.
Wingmen:
To put a stop to the drunken pilot syndrome, tell them to form up, and throttle back to about 100 to 200 KPS. The wingmen will settle at your wings and follow in a near perfect delta formation, even through autopilot. When enemies are encountered, issue a break and attack command. They'll pick targets and proceed to kick butt.
I found this also works in escort missions. Your escort client will follow wingman orders all the way to the destination.
Draymans:
The Drayman thing has went back and forth here. Here's my 2 cents worth.
Gemini sector is a very dangerous neiborhood, full of thugs, dope dealers, cops who shoot first and ask later, religious terrorists, felines itching for a fight, and sociopaths willing to shoot for no reason at all.
A person would have to be a complete idiot to enter this bad hood with an unarmed ship, and the crew of any Dray wins the Darwin Award hands down.
Personally, I opened units.csv with OpenOffice, and gave the Dray six laser turrets - three bottom, three top - and replaced those useless guns up front with friend-or-foe missile launchers. Now the Dray is capable of holding a small pirate wing at bay, but is still no means a superfortress. A determined foe can down it, but it'll cost them. At least the Dray isn't just a big easy pinata anymore.
Giving the Drays some teeth might make that infamous Oxford mission a little less impossible...
Comm keys 6 through 9 are unused. Seemed like good keys to bind wingman commands, which I did. The new bindings don't show on the comm VDU, but they work, and are very handy placed there.
Wingmen:
To put a stop to the drunken pilot syndrome, tell them to form up, and throttle back to about 100 to 200 KPS. The wingmen will settle at your wings and follow in a near perfect delta formation, even through autopilot. When enemies are encountered, issue a break and attack command. They'll pick targets and proceed to kick butt.
I found this also works in escort missions. Your escort client will follow wingman orders all the way to the destination.
Draymans:
The Drayman thing has went back and forth here. Here's my 2 cents worth.
Gemini sector is a very dangerous neiborhood, full of thugs, dope dealers, cops who shoot first and ask later, religious terrorists, felines itching for a fight, and sociopaths willing to shoot for no reason at all.
A person would have to be a complete idiot to enter this bad hood with an unarmed ship, and the crew of any Dray wins the Darwin Award hands down.
Personally, I opened units.csv with OpenOffice, and gave the Dray six laser turrets - three bottom, three top - and replaced those useless guns up front with friend-or-foe missile launchers. Now the Dray is capable of holding a small pirate wing at bay, but is still no means a superfortress. A determined foe can down it, but it'll cost them. At least the Dray isn't just a big easy pinata anymore.
Giving the Drays some teeth might make that infamous Oxford mission a little less impossible...