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'''If warping near a celestial, always warp to 70-100 KM, never warp to 0.''' | '''If warping near a celestial, always warp to 70-100 KM, never warp to 0.''' | ||
Warping to a celestial at 0 KM | Warping to a celestial at 0 KM to evade is a fast way to lose a ship. Hostiles will probably guess that you will be warping to 0 KM, and will likewise do the same. Some hostiles who are in fast ships may try warping to 30 KM or 50 KM, but the best bet is still that they will warp to 0 in search of you (unless they know you will warp to a different distance). Warping to 100 KM in a battleship may just give you enough time to avoid being tackled by a hostile interceptor that warped to 0 KM, which could save your ship. | ||
== How to use a safe spot == | == How to use a safe spot == | ||
Safe spots are generally static bookmarks to empty locations in space. To be effective, it works best to have multiple safe spots per system, as hostiles can scan down a ship in 30 seconds or less. As such, it may be necessary to warp between safe spots | Safe spots are generally static bookmarks to empty locations in space. To be effective, it works best to have multiple safe spots per system, as hostiles can scan down a ship in 30 seconds or less. As such, it may be necessary to warp between safe spots to remain safe. A pilot who sits at a safe spot (uncloaked) for more than 30 seconds runs the risk of being located. Any safe spots used in evading hostiles should be deleted once the threat has passed, as hostiles will sometimes bookmark your safe spots and be ready to engage you there in the future. | ||
In general, if you can identify a celestial nearest your safe spot, you should remain aligned to that celestial in case you need to warp to the SS. Once you have determined that it is time to warp out, warp to your safe spot, and align to your next target, whether it be another SS or back into combat. There's | In general, if you can identify a celestial nearest your safe spot, you should remain aligned to that celestial in case you need to warp to the SS. Once you have determined that it is time to warp out, warp to your safe spot, and align to your next target, whether it be another SS or back into combat. There's nothing more to using a static SS than that. | ||
=== Rolling safe spots === | === Rolling safe spots === | ||
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(NOTE: Safe spots must be chosen such that they are sufficiently far away and so actual convergence is not a possibility in the time available, at least several AU.) | (NOTE: Safe spots must be chosen such that they are sufficiently far away and so actual convergence is not a possibility in the time available, at least several AU.) | ||
This tactic, though more complicated, can lessen risk | This tactic, though more complicated, can lessen risk since a) as a rolling safe, it's much harder to find, b) if found, it's likely that only a portion of the fleet is at the located point, c) the fleet always has a new safe spot aligned and ready to punch. Therefore, hot-drop risk is lessened even further from the rolling-safe. In this manner, even the slow ships can always warp to safety. | ||
This is probably suited most to a withdraw-regroup tactic than a battle-staging tactic, but it might be sufficiently confusing on scanners to disorient a defensive scout. | This is probably suited most to a withdraw-regroup tactic than a battle-staging tactic, but it might be sufficiently confusing on scanners to disorient a defensive scout. | ||