[Captains Log: December 12th, 3300] - Team hunting

LTT 9810

Performing standard anti-pirate patrol. Encountered a group of 3 pirates, consisting of an eagle, a cobra and a sidewinder. They were too focussed on the freighter they were attempting to disable, and didn't see my ship till the eagle blew up. I destroyed the sidewinder with a burst of multi-cannon fire, and settled in to collect the bounty on the cobra.

As the cobra blew up, I received a comm request from Commander Pallando. He had a mission to destroy a traitor to the empire. A General who had stolen a clipper and was making a run for federation space. I acknowledged his request, and programmed the nav computer for the trip to CD-65 76.


CD-65 76

On arrival in CD-65 76, I met up with Commanders Pallando and Menenhetet. Flying slowly in formation, we investigated a number of unidentified signals, Pallando scouting ahead in his viper. It took the investigation of 14 signal sources before the general was located, but eventually we got the message from Commander Pallando that he had been spotted. Locking onto his drive wake, Commander Menenhetet and myself jumped into the fight.

The general was hard on Commander Pallando's six, when I approached his underside, targeting his shields with burst lasers. Commander Menenhetet closed from high and port of the general, his Asp's lasers depleting the General's shields at an impressive rate. On seeing the characteristic flash of dropping shields, I toggled to multi-cannons and together with Commander Menentetet attacked the General's shield generator. Commander Pallando looped and came back in, using his own multi-cannons to target the power unit.

It was tense for a few minutes, our three ships attacking the general's clipper from different positions, but there was no escape for the General this time, and he fell to the shells from Commander Pallando's multi-cannon. Imperial justice served.




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3 of us got to gather to try out the multi-player aspects of Elite. We rapidly worked out that we could sit in supercruise in a tight group, and choose who was going to drop into a USS. Once that person had dropped, the other 2 of us could lock onto the low-power wake and enter the same instance. We did this over and over, destroying several pirate ships, and eventually the General for Pallando's rank progression.

There were aspects of this that were challenging. It can be tricky to work out which low-power wake is the right one if you don't see the ship drop. And we found that if we dropped into an interdiction result to aid a colleague, we couldn't see the pirate they were fighting. But for fighting in the USS's, it worked brilliantly, and was perhaps the most fun any of us have had in game so far. At least, till the next time we go hunting.

We handled bounties by deciding in voice who was going to take the last shot on each ship.

Anyhow, I just wanted to share our experience of playing Elite in a team with you.
 
Thanks that is very encouraging that there is some working coop play available.

I plan helping a friend get into it over Xmas / New Years holidays and this has really helped.
 
What Pallando and I thought we will do next time, is fit my cobra out with 4 lasers (2 C1 burst, 2 C2 Beam) and his with 4 multicannon. Then I would take the shields out on the first target and he would finish it off while I start stripping the next.
 
What Pallando and I thought we will do next time, is fit my cobra out with 4 lasers (2 C1 burst, 2 C2 Beam) and his with 4 multicannon. Then I would take the shields out on the first target and he would finish it off while I start stripping the next.

Yes sounds like a good idea to mix and match :)
 
Being inspired to try this out with a friend I set about testing this.
I have a Frame Shift Wake Scanner installed but it won't deploy when in Supercruise so how do you scan the wake of someone who has dropped into a USS?
 
I have a Frame Shift Wake Scanner installed but it won't deploy when in Supercruise so how do you scan the wake of someone who has dropped into a USS?

The FSW scanner is for High Energy wakes which are ships jumping from normal space, in this case you want to target the Low Energy wake which is someone dropping into normal space and treat it the same as any SC target.
 
Being inspired to try this out with a friend I set about testing this.
I have a Frame Shift Wake Scanner installed but it won't deploy when in Supercruise so how do you scan the wake of someone who has dropped into a USS?

You don't need the scanner. Only to see where your buddy dropped out of supercruise. You target the low energy wake, get within 1 million meters of it, and drop out, just like you do for a station.
 
LTT 9810

we found that if we dropped into an interdiction result to aid a colleague, we couldn't see the pirate they were fighting.

Yes, that was strange. A pirate tried to interdict me and, rather than evading it, I intentionally dropped out of supercruise, expecting Kitiara and Menen to be able to follow me and help blow the pirate up.

I dropped out OK, and they could target the wake and drop out where I was OK. I could see them, and they could see me.

But they couldn't see the pirate. To them, it looked like I was shooting out into space at nothing.


And, when I killed the pirate, they couldn't see the canisters it left behind, either.

Has anyone else experienced this?
 
What Pallando and I thought we will do next time, is fit my cobra out with 4 lasers (2 C1 burst, 2 C2 Beam) and his with 4 multicannon. Then I would take the shields out on the first target and he would finish it off while I start stripping the next.

When fighting solo, you usually want to follow as closely behind your target as possible, to keep in their blind spot, and prevent them turning a tight circle (at least, if they're not playing without flight assist).

When fighting as a team, there's an additional factor to take into account - friendly fire!

Playing ping-pong with the enemy, bracketing them so the enemy can only fire at one of you, while you can all fire back might work. Having everyone put the same skin on their ship (eg gold or bright yellow) to make it easier to see who not to shoot, might help. I think there's a lot of scope for tactics here - we've not yet touched on all the possibilities, let alone decided which works best.
 
Yes sounds like a good idea to mix and match :)

There's also mix and match that can be done with ship types. Ideas mooted include:

* Having something heavy but agile (a Python?) to reduce the enemy's speed of escape when they try to run away by shifting out.

* Having a dedicated cargo ship, to pick up dropped canisters while the fighters go on ahead to start the next combat

* Having a tank - not agile, but lots of shielding and shield boosters, to be the initial lure (anyone know how the NPC ai picks targets or decides when to switch target?)

* Having a kite, to keep multiple enemies chasing after it, while the rest of the team takes out a single target

* Having an ambush, with high damage weapons on focussed on a kill zone, and lure the enemy into the kill zone. If you are not having to dog fight 1 on 1, and a team member can keep the enemy somewhere predictable in front of you, then you can change turrets and gimbles for something higher damage that requires more precision.

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Being inspired to try this out with a friend I set about testing this.

Takes a bit of patience, to learn how to work together, but once you gel it is AWESOME fun.
 
Thanks for the info. Ive tested it out now based on your advice and it works.

However the first time i tried it i think i encountered a bug. I momenarily saw a ship on my scanner and was about 200LS out from the main star then suddenly he was gone, there was a flahs and I was right next to the main star, like i had just some out of HSpace.

Weird.
 
Loving these threads now. We are starting to find the multi-player grove in this game and ED will surely improve upon it.
 
When fighting solo, you usually want to follow as closely behind your target as possible, to keep in their blind spot, and prevent them turning a tight circle (at least, if they're not playing without flight assist).

When fighting as a team, there's an additional factor to take into account - friendly fire!

Next time we do this, I think we'll try to find a system with a platform that has a blackmarket. Useful for paying off "wanted", and selling hot cargo.

Also, because going through 10+ USS's gives you lots of design plans, artefacts, etc, it would be worth having a cargo transport along to stockpile these then, at the end, have everyone zoom off to nearby systems to look for appropriate quests, use voice chat to make sure you don't get quests for more of one type of object than you have, then return to divvy up the loot (perhaps having, in the mean time, swapped ship in a local shipyard over to something with cargo capacity).

I suppose, if there are three of you, one way to decide who gets the kill on which pirates would be by jurisdiction. One player gets the pirates whose biggest bounty is an empire hand in, one gets the pirates whose federation price is highest, etc.

Another way would be to alternate the player being used as scout, because the quests of the player who enters the USS first influences the chances of what you'll find in there. Give kill shot on pirates in that USS to the player who needs that NPC type for quests.
 
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