BBC Elite Hints
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Manual docking has some advantages. Firstly, you don't have to spend money
on a docking computer. Secondly, it's usually quicker. Thirdly, you have
more control over what you are doing.
The docking method recommended by the Elite pages author is as follows:
When you first sight the station, it will probably be to one side of the
planet (or above, below, etcetera). Position yourself so that the planet
is to the left of your laser sights and the station to the right (or vice
versa). Fly on in a straight line. Keep an eye on the side views for the
space station. When you are looking straight at the entrance with a side
view, rotate round until you are facing it. Try to dock at full speed.
You are not left guessing the angle of the entrance at the last minute by
doing this. With some practice it becomes far easier than going in slowly.
As well as being difficult to dock with, space stations are also well known for launching fleets of Vipers after you as soon as you transgress in the safety zone. Transgression can be anything from firing a single shot at an innocent ship, and even ramming it. The door will be shut on you (fly out of the safety zone and back again). Ramming a Transporter is the biggest offence, and results in immediate promotion to Fugitive status.
So, whoever controls the space station seems quite happy to send out forces after anyone attacking it, but what do they do to defend poor 'Harmless' traders who are attacked within its realm of jurisdiction? Precious little, in fact. The only aid offered is immunity to missiles. Instead of simply using the station's ECM they are jammed and sent flying off towards the planet, where they explode. No consideration seems to be made for the poor inhabitants below.
Finally, all space stations have ECM systems, and will lend it to their Vipers.
Attacking the space station and wiping out the Vipers launched to deal with you can provide a few minutes of entertainment for the more psychotic amongst you, but should have little practical effect on game progress. Perhaps more serious is the fact that if you carry illegal cargo sooner or later Vipers start appearing outside the safety zone. Unless you are a Fugitive they will ignore you and fly off towards the planet. This will obviously prevent you from jumping, but attacking the police to get them out of the way is not wise. The legal status jumps to Fugitive, and before long Vipers are appearing as quickly as you can destroy them. This time they do not all have ECM systems, and act like pirates in that they won't appear in the safety zone. If, however, you should stray into the zone whilst battling GalCop the door will be shut on you and station-based Vipers will be launched.
The ideal situation is not to be destroyed in the first place. Single ships never pose much of a threat - even those in missions can be tackled with confidence once you know what you are doing. Missiles are best saved for groups of enemies. Any enemies are at their most dangerous on their initial attack run when they are all flying straight towards you and all firing at the same time. If your shields are in good condition it is best to charge them to split the pack up as soon as possible, although take care to avoid collisions. Once ships are all over the place, it is down to practice and experience to take them out. This usually means targeting one ship and firing on just that one until it is destroyed. If enemy fire starts becoming a nuisance, try flying all over the place for a bit to shake them off.
There is still the problem of what to do if you don't own an ECM. Shooting down missiles is possible if you are in the right position, but not a very reliable method. The advice given in the ArcElite manual is the best - have a missile locked on a ship with an ECM. If someone missiles you, hit 'M' and have your missile, along with the one after you, taken out by the ECM. This leaves just two problems: (1) How do you know which ships have ECMs, and (2) what happens if the ship you fire the missile at is innocent? The answer to the second question is simple - take care who you target your missile at, otherwise you'll have another ship after you. Traders often have ECMs, pirates rarely, Thargoids always and so on. See also the section on space stations.
Knowing when to use missiles is rather helpful. They are generally most useful in large battles when the missile can be off after one target whilst you are gunning down another. Locking a missile on one of the approaching ships at the start of a battle can save you time later one when you might otherwise be struggling to target it.
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