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	<id>http://backup.witchspacewiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lukjad007</id>
	<title>Elite Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://backup.witchspacewiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lukjad007"/>
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	<updated>2026-04-12T09:46:07Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.12</generator>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=David_Massey&amp;diff=12883</id>
		<title>David Massey</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=David_Massey&amp;diff=12883"/>
		<updated>2009-04-22T09:43:47Z</updated>

		<summary type="html">&lt;p&gt;Lukjad007: /* Titles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;David Massey has written several stories for the elite universe, which were printed in [[Stories of Life on the Frontier]].&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
*[http://www.geocities.com/jeremyalansmith/level9/elite2/1anewsta.htm A New Start]&lt;br /&gt;
*[http://www.geocities.com/jeremyalansmith/level9/elite2/2whenapl.htm When a PLan Works Well]&lt;br /&gt;
*[http://www.geocities.com/jeremyalansmith/level9/elite2/3allthat.htm All that Glitters]&lt;br /&gt;
*[http://www.geocities.com/jeremyalansmith/level9/elite2/4thefier.htm The Fiercest Creature of Altair]&lt;br /&gt;
*[http://www.geocities.com/jeremyalansmith/level9/elite2/5onthewr.htm On the Wrong Side of The Law]&lt;br /&gt;
*[http://www.geocities.com/jeremyalansmith/level9/elite2/8fullcir.htm Full Circle]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fiction]]&lt;/div&gt;</summary>
		<author><name>Lukjad007</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Elite_Wiki_talk:Manual_of_Style&amp;diff=12876</id>
		<title>Elite Wiki talk:Manual of Style</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Elite_Wiki_talk:Manual_of_Style&amp;diff=12876"/>
		<updated>2009-04-20T17:35:53Z</updated>

		<summary type="html">&lt;p&gt;Lukjad007: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this supposed to be there? or is this more spam? doesn't sound like a style manual to me!&lt;br /&gt;
&lt;br /&gt;
[[User:Lukjad007|lukjad007]] Agreed. This looks more like an add then a manual on how stuff should be written.&lt;/div&gt;</summary>
		<author><name>Lukjad007</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Cargo_container&amp;diff=12875</id>
		<title>Cargo container</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Cargo_container&amp;diff=12875"/>
		<updated>2009-04-19T15:12:58Z</updated>

		<summary type="html">&lt;p&gt;Lukjad007: /*A guess at what a cargo container is.*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Cargo Containers=&lt;br /&gt;
&lt;br /&gt;
Cargo containers are somewhat of a paradox. They need to be study enough to withstand the vacuum of space and being jostled around in the cargo hold, but they can't be so strong that they are worth more than the cargo. Therefore, they are made of a semi-soft alloy that is flexible, but weak. This unfortunately allows rodents the possibility of chewing through the case and feasting on what is inside.&lt;/div&gt;</summary>
		<author><name>Lukjad007</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Dealing_with_piracy_(Oolite)&amp;diff=12874</id>
		<title>Dealing with piracy (Oolite)</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Dealing_with_piracy_(Oolite)&amp;diff=12874"/>
		<updated>2009-04-19T14:04:57Z</updated>

		<summary type="html">&lt;p&gt;Lukjad007: /* Flee and Fight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Pirates-oolite.png|right|thumb|300px|A typical pirate mob on an attack run]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The best advice to honest traders is to simply avoid the kinds of places where [[Piracy|pirates]] are common. Just as the best way of dealing with a [[Q bomb]] is to be somewhere else, the best way to deal with pirates is to be somewhere else. This advice is not always practical, particularly if you are a smuggler or supply some of the more dangerous systems. You may want to actually seek out pirates if you are bounty hunting. It is assumed that bounty hunters know what they are doing. The audience of this article is the small lone-wolf trader, who may be alone when attacked by a group of pirates.&lt;br /&gt;
&lt;br /&gt;
== Recognition ==&lt;br /&gt;
&lt;br /&gt;
For the lone wolf trader, to blunder into a group of pirates is never a good thing. You must be able to figure out the possible intentions of a ship or group of ships before you get within weapons range. If you're to survive long enough to get an [[iron ass]], avoidance is the best strategy which must be commenced before you are in weapons range.&lt;br /&gt;
&lt;br /&gt;
=== Recognising a pirate using visual means ===&lt;br /&gt;
&lt;br /&gt;
You don't necessarily need technology to have a good guess at another ship's intentions, and it is likely a new trader will not have the equipment fitted to help them. Be suspicious of the following signs:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;traders&amp;quot; going away from the planet&lt;br /&gt;
* groups of stationary ships&lt;br /&gt;
* loitering lone fighters&lt;br /&gt;
&lt;br /&gt;
A pirate group may otherwise resemble a typical trader formation: a large ship escorted by several fighters. Genuine traders try to get from the witch point to the station in as little time as possible, so will be travelling at full or near full speed. Genuine traders aren't known to loiter in space or travel away from the planet towards the witch point. If you see this behaviour, be extremely cautious - the small fighters are there to tear your ship apart, and the large ship is there to sift through the wreckage for your cargo. More experienced pirates may travel very slowly or simply loiter in space as to not raise suspicion by travelling the wrong way. If you find yourself gaining very quickly on a group of ships, it is quite possible that they do not have honourable intentions. Finally, a loitering lone fighter with cargo capacity (ships such as the [[Cobra Mk.3 (Oolite)|Cobra Mk.III]]) may also be a pirate.&lt;br /&gt;
&lt;br /&gt;
Pirates may use other tactics such as hiding within [[asteroid]] fields. [[Rock hermit|Rock hermits]] should be approached with care to ensure that it isn't a pirate ambush.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that sometimes you can determine that pirate-like activity is occurring well out of scanner range. Look for the flashes of distant explosions. You can then navigate around these regions and avoid coming within scanner range of the pirates.&lt;br /&gt;
&lt;br /&gt;
=== Technology for recognising a pirate ===&lt;br /&gt;
&lt;br /&gt;
One of the earliest upgrades a trader should seek is the [[Scanner Targeting Enhancement]]. [[Image:OoSTE.png|right|thumb|300px|Problems ahead...]] With this piece of equipment, you can find out the legal status of any other ship within the range of your [[IFF system]]. You won't have to wait to be attacked to find out whether a ship has a rap sheet or not. Dilligently use this equipment to inspect any other ships that show up within scanner range so you may plan your next actions accordingly. Be cautious of any ship that doesn't have a 'Clean' legal rating, doubly so if it is behaving as described in the previous section.&lt;br /&gt;
&lt;br /&gt;
The standard IFF scanner can also help identify a pirate. The IFF scanner's artificial intelligence watches ships within range, and will usually spot agressive behaviour that indicates an attack, and flag the attacking ship in red instead of yellow.&lt;br /&gt;
&lt;br /&gt;
== Avoidance has failed: what now? ==&lt;br /&gt;
&lt;br /&gt;
You must decide now whether to fight or flee the battle that is about to occur. To make this decision, you have to assess several things about your opponents:&lt;br /&gt;
&lt;br /&gt;
* are their ships slower or faster than yours?&lt;br /&gt;
* what weaponry are they carrying, and what defences do you have?&lt;br /&gt;
* how strong is the kind of ship in the formation?&lt;br /&gt;
&lt;br /&gt;
You must assess this quickly and make your decision early. If you decide to plunge in and fight only to discover that one of the ships is a [[Rattle Cutter]], it may be too late to try and flee. Discovering information in the heat of battle that would have changed your decision to go into battle at all is never a pleasant experience. In your decision, always assume the pirates are carrying missiles. It is extremely inadvisable to take on pirates without either an [[ECM]] or [[witch fuel injectors]].&lt;br /&gt;
&lt;br /&gt;
=== You decide to flee ===&lt;br /&gt;
&lt;br /&gt;
A decision to run must be made early. One of the best ways to get out of Dodge is to use your hyperdrive: is there a star system nearby that you can escape to, preferably a safe system? The decision to hyperspace must be made early. It's no good waiting for the 15 second countdown to finish while your hyperdrive warms up while the pirate group strips away what's left of your last energy bank. Hyperspace is usually only a worthwhile escape method prior to battle due to the countdown time.&lt;br /&gt;
&lt;br /&gt;
You can also run (prior to battle commencing) by making a 180 degree course change and hope the pirates haven't spotted you yet. Wait until they no longer mass lock you, then turn so you are perpendicular to your intended flight path. Hyperspeed for a short while before gradually turning back on course, and steer around the area the pirates are lurking, until you are eventually headed for your intended destination.&lt;br /&gt;
&lt;br /&gt;
Witch fuel injectors are by far the best method (so long as you have sufficient fuel). You can use witch fuel injectors even long after battle has commenced to escape, and few pirates will bother following you. This also assumes that they do not become damaged in battle, which is always a risk.&lt;br /&gt;
&lt;br /&gt;
=== You decide to fight ===&lt;br /&gt;
&lt;br /&gt;
You must identify which ships are most dangerous, and dispatch them first. Look particularly for beam or military lasers, or ships that have strong hulls. If you have witch fuel injectors, use them to pass the pirate group as quickly as possible - they usually don't expect this from a trader and you may be able to get behind them and nail one of their number before they can adjust tactics to account for your rapid movement.&lt;br /&gt;
&lt;br /&gt;
[[Image:Deal-with-pirates.png|left|thumb|300px|Deciding to fight: this pirate is hopelessly outclassed]]&lt;br /&gt;
Missiles can help since this allows you to attack multiple targets at once, however, don't waste your missiles if they get destroyed by ECM. If no one activates an ECM, you can tie up several of the pirates while you take one of them on with your main armaments. If your trade runs are profitable enough, consider ECM-hardened missiles.&lt;br /&gt;
&lt;br /&gt;
If you hit a member of a pirate formation fast enough and hard enough, they may flee. If they do, let them go and concentrate on the remaining ships. It is highly unlikely that the runner will come back to have another go.&lt;br /&gt;
&lt;br /&gt;
Weapons of mass destruction can also be used against formations of pirates, but they must be used with care. The [[Energy Bomb|energy bomb]] and [[Q bomb]] are indiscriminate, and will take out any clean ships within their sphere of influence, so only use them when you are sure that you won't cause collateral damage (especially if Police are coming to your aid; this is a great way to become a Fugitive). The energy bomb will destroy most ships on detonation, and the Q-bomb will destroy even the largest and strongest pirate ship. Be especially careful with the Q bomb as it is easy to suffer 'Q bomb blowback' where you fly into your own wave of destruction - if you run into your own Q bomb, an [[Escape Pod|escape capsule]] won't help you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Flee and Fight ===&lt;br /&gt;
&lt;br /&gt;
This tactic is one for the truly desperate. The Cobra Mark III is fairly fast and agile. If you had decided to fight but found yourself outclassed and out-gunned, consider just pushing your ship to the max and running. Make sure to spiral a bit here and there and bob up and down. This reduces the amount of hits to your ship, allowing the shields to regenerate. Simply run for as long as possible and hope that some of the pirates are slower tan you are. If that is so, you can either turn back and take out the lead ships before the rest can catch up and repeat this tactic, or you can just keep it up until they (let us hope) get fed up and try and catch slower prey. The basic point of this tactic is to a) Buy you time and b) Thin the pack.&lt;br /&gt;
&lt;br /&gt;
== The police ==&lt;br /&gt;
&lt;br /&gt;
In some systems, frequent Police patrols means that there is somebody who will come to your aid should you be attacked. However, don't rely on them being there. Unless you have Police within scanner range, assume that they are ''not'' going to get to you in time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;/div&gt;</summary>
		<author><name>Lukjad007</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Dealing_with_piracy_(Oolite)&amp;diff=12873</id>
		<title>Dealing with piracy (Oolite)</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Dealing_with_piracy_(Oolite)&amp;diff=12873"/>
		<updated>2009-04-19T13:48:52Z</updated>

		<summary type="html">&lt;p&gt;Lukjad007: /* Avoidance has failed: what now? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Pirates-oolite.png|right|thumb|300px|A typical pirate mob on an attack run]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The best advice to honest traders is to simply avoid the kinds of places where [[Piracy|pirates]] are common. Just as the best way of dealing with a [[Q bomb]] is to be somewhere else, the best way to deal with pirates is to be somewhere else. This advice is not always practical, particularly if you are a smuggler or supply some of the more dangerous systems. You may want to actually seek out pirates if you are bounty hunting. It is assumed that bounty hunters know what they are doing. The audience of this article is the small lone-wolf trader, who may be alone when attacked by a group of pirates.&lt;br /&gt;
&lt;br /&gt;
== Recognition ==&lt;br /&gt;
&lt;br /&gt;
For the lone wolf trader, to blunder into a group of pirates is never a good thing. You must be able to figure out the possible intentions of a ship or group of ships before you get within weapons range. If you're to survive long enough to get an [[iron ass]], avoidance is the best strategy which must be commenced before you are in weapons range.&lt;br /&gt;
&lt;br /&gt;
=== Recognising a pirate using visual means ===&lt;br /&gt;
&lt;br /&gt;
You don't necessarily need technology to have a good guess at another ship's intentions, and it is likely a new trader will not have the equipment fitted to help them. Be suspicious of the following signs:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;traders&amp;quot; going away from the planet&lt;br /&gt;
* groups of stationary ships&lt;br /&gt;
* loitering lone fighters&lt;br /&gt;
&lt;br /&gt;
A pirate group may otherwise resemble a typical trader formation: a large ship escorted by several fighters. Genuine traders try to get from the witch point to the station in as little time as possible, so will be travelling at full or near full speed. Genuine traders aren't known to loiter in space or travel away from the planet towards the witch point. If you see this behaviour, be extremely cautious - the small fighters are there to tear your ship apart, and the large ship is there to sift through the wreckage for your cargo. More experienced pirates may travel very slowly or simply loiter in space as to not raise suspicion by travelling the wrong way. If you find yourself gaining very quickly on a group of ships, it is quite possible that they do not have honourable intentions. Finally, a loitering lone fighter with cargo capacity (ships such as the [[Cobra Mk.3 (Oolite)|Cobra Mk.III]]) may also be a pirate.&lt;br /&gt;
&lt;br /&gt;
Pirates may use other tactics such as hiding within [[asteroid]] fields. [[Rock hermit|Rock hermits]] should be approached with care to ensure that it isn't a pirate ambush.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that sometimes you can determine that pirate-like activity is occurring well out of scanner range. Look for the flashes of distant explosions. You can then navigate around these regions and avoid coming within scanner range of the pirates.&lt;br /&gt;
&lt;br /&gt;
=== Technology for recognising a pirate ===&lt;br /&gt;
&lt;br /&gt;
One of the earliest upgrades a trader should seek is the [[Scanner Targeting Enhancement]]. [[Image:OoSTE.png|right|thumb|300px|Problems ahead...]] With this piece of equipment, you can find out the legal status of any other ship within the range of your [[IFF system]]. You won't have to wait to be attacked to find out whether a ship has a rap sheet or not. Dilligently use this equipment to inspect any other ships that show up within scanner range so you may plan your next actions accordingly. Be cautious of any ship that doesn't have a 'Clean' legal rating, doubly so if it is behaving as described in the previous section.&lt;br /&gt;
&lt;br /&gt;
The standard IFF scanner can also help identify a pirate. The IFF scanner's artificial intelligence watches ships within range, and will usually spot agressive behaviour that indicates an attack, and flag the attacking ship in red instead of yellow.&lt;br /&gt;
&lt;br /&gt;
== Avoidance has failed: what now? ==&lt;br /&gt;
&lt;br /&gt;
You must decide now whether to fight or flee the battle that is about to occur. To make this decision, you have to assess several things about your opponents:&lt;br /&gt;
&lt;br /&gt;
* are their ships slower or faster than yours?&lt;br /&gt;
* what weaponry are they carrying, and what defences do you have?&lt;br /&gt;
* how strong is the kind of ship in the formation?&lt;br /&gt;
&lt;br /&gt;
You must assess this quickly and make your decision early. If you decide to plunge in and fight only to discover that one of the ships is a [[Rattle Cutter]], it may be too late to try and flee. Discovering information in the heat of battle that would have changed your decision to go into battle at all is never a pleasant experience. In your decision, always assume the pirates are carrying missiles. It is extremely inadvisable to take on pirates without either an [[ECM]] or [[witch fuel injectors]].&lt;br /&gt;
&lt;br /&gt;
=== You decide to flee ===&lt;br /&gt;
&lt;br /&gt;
A decision to run must be made early. One of the best ways to get out of Dodge is to use your hyperdrive: is there a star system nearby that you can escape to, preferably a safe system? The decision to hyperspace must be made early. It's no good waiting for the 15 second countdown to finish while your hyperdrive warms up while the pirate group strips away what's left of your last energy bank. Hyperspace is usually only a worthwhile escape method prior to battle due to the countdown time.&lt;br /&gt;
&lt;br /&gt;
You can also run (prior to battle commencing) by making a 180 degree course change and hope the pirates haven't spotted you yet. Wait until they no longer mass lock you, then turn so you are perpendicular to your intended flight path. Hyperspeed for a short while before gradually turning back on course, and steer around the area the pirates are lurking, until you are eventually headed for your intended destination.&lt;br /&gt;
&lt;br /&gt;
Witch fuel injectors are by far the best method (so long as you have sufficient fuel). You can use witch fuel injectors even long after battle has commenced to escape, and few pirates will bother following you. This also assumes that they do not become damaged in battle, which is always a risk.&lt;br /&gt;
&lt;br /&gt;
=== You decide to fight ===&lt;br /&gt;
&lt;br /&gt;
You must identify which ships are most dangerous, and dispatch them first. Look particularly for beam or military lasers, or ships that have strong hulls. If you have witch fuel injectors, use them to pass the pirate group as quickly as possible - they usually don't expect this from a trader and you may be able to get behind them and nail one of their number before they can adjust tactics to account for your rapid movement.&lt;br /&gt;
&lt;br /&gt;
[[Image:Deal-with-pirates.png|left|thumb|300px|Deciding to fight: this pirate is hopelessly outclassed]]&lt;br /&gt;
Missiles can help since this allows you to attack multiple targets at once, however, don't waste your missiles if they get destroyed by ECM. If no one activates an ECM, you can tie up several of the pirates while you take one of them on with your main armaments. If your trade runs are profitable enough, consider ECM-hardened missiles.&lt;br /&gt;
&lt;br /&gt;
If you hit a member of a pirate formation fast enough and hard enough, they may flee. If they do, let them go and concentrate on the remaining ships. It is highly unlikely that the runner will come back to have another go.&lt;br /&gt;
&lt;br /&gt;
Weapons of mass destruction can also be used against formations of pirates, but they must be used with care. The [[Energy Bomb|energy bomb]] and [[Q bomb]] are indiscriminate, and will take out any clean ships within their sphere of influence, so only use them when you are sure that you won't cause collateral damage (especially if Police are coming to your aid; this is a great way to become a Fugitive). The energy bomb will destroy most ships on detonation, and the Q-bomb will destroy even the largest and strongest pirate ship. Be especially careful with the Q bomb as it is easy to suffer 'Q bomb blowback' where you fly into your own wave of destruction - if you run into your own Q bomb, an [[Escape Pod|escape capsule]] won't help you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Flee and Fight ===&lt;br /&gt;
&lt;br /&gt;
This tactic is one for the truly disparate. The Cobra Mark III is fairly fast and agile. If you had decided to fight but found yourself outclassed and out-gunned, consider just pushing your ship to the max and running. Make sure to spiral a bit here and there and bob up and down. This reduces the amount of hits to your ship, allowing the shields to regenerate. Simply run for as long as possible and hope that some of the pirates are slower tan you are. If that is so, you can either turn back and take out the lead ships before the rest can catch up and repeat this tactic, or you can just keep it up until they (let us hope) get fed up and try and catch slower prey. The basic point of this tactic is to a) Buy you time and b) Thin the pack.&lt;br /&gt;
&lt;br /&gt;
== The police ==&lt;br /&gt;
&lt;br /&gt;
In some systems, frequent Police patrols means that there is somebody who will come to your aid should you be attacked. However, don't rely on them being there. Unless you have Police within scanner range, assume that they are ''not'' going to get to you in time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;/div&gt;</summary>
		<author><name>Lukjad007</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Dealing_with_Thargoids&amp;diff=9510</id>
		<title>Dealing with Thargoids</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Dealing_with_Thargoids&amp;diff=9510"/>
		<updated>2008-04-04T21:38:24Z</updated>

		<summary type="html">&lt;p&gt;Lukjad007: /* Dealing with Thargoids */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dealing with Thargoids ==&lt;br /&gt;
&lt;br /&gt;
One of the most terrifying experiences a commander can have is being mugged in witch space by half a dozen Thargoid warships. It's an experience from which many don't live to tell the tale.&lt;br /&gt;
&lt;br /&gt;
Thargoids are the only alien enemy of species found in GalCop worlds. They are cloaked in mystery - no one knows where they are from, where they currently live, or what their goals are. Most of their attacks seem to be 'hit and run', almost guerrilla like in nature. Occasionally they are spotted in normal space, but typically they lurk in the spaces between star systems using a system that can interrupt witch-space transits to ambush traders. Much of GalCop's time is spent battling the Thargoid menace. The [[Behemoth]] carrier is often dispatched to interstellar space to deal with known Thargoid ambushes.&lt;br /&gt;
&lt;br /&gt;
When a Thargoid mothership begins to take damage, they will often release Thargons - tiny robot fighters that are remotely controlled by the mothership. An individual thargon is not particularly powerful, but the mothership will generally release half a dozen - and massed, they can be very dangerous (when there are several motherships around, a single human fighter, even equipped with an iron ass, is likely to be sliced to shreds by Thargoid lasers in seconds). Like many insectoid races, Thargoids tend to swarm whether you meet them 'in person' or in the cold hard vacuum of space.&lt;br /&gt;
&lt;br /&gt;
If your ship is well equipped, it is interesting to note that Thargoid ships are somewhat reluctant to maneuver out of your way. It seems that they like to play puth'ra or &amp;quot;chicken&amp;quot; with lasers. ONLY DO THIS IF YOU HAVE AT LEAST SHIELD BOOSTERS AND MILITARY LASERS!&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
&lt;br /&gt;
There is one simple priority - destroy the motherships, and destroy them as quickly as possible. Never chase Thargons - they are small, manueverable and difficult to shoot, and you will waste your time (which is often fatal when facing Thargoids). Despite their fearsome reputation, and some of the myths and legends spread about by traders, Thargoids do not have great resistance - a Thargoid warship generally can take less damage than a [[Python Class Cruiser]].&lt;br /&gt;
&lt;br /&gt;
== Laser engagements ==&lt;br /&gt;
&lt;br /&gt;
Generally, you will need military lasers to successfully take on a group of Thargoid warships - preferably fitted to both front and rear mountings. If every shot of your military laser hits the warship, it will destroy it before overheating (this was a design goal of the original military laser specification). However, if you miss even just a couple of times, you will not destroy the mothership - and it may be able to release all its Thargons. So be as accurate as possible - ensure you are using the appropriate spacecraft control method (turn your joystick onto High Accuracy mode, or use the mouse). Speed of destruction is essential - don't miss! If there is more than one warship, the other warship will take control of the Thargons that were released by a warship that you have just destroyed.&lt;br /&gt;
&lt;br /&gt;
== Using missiles ==&lt;br /&gt;
&lt;br /&gt;
Don't bother with standard missiles - it is futile. If you expect to engage Thargoids (either because you are in an area where there have been many recent attacks, or if you are specifically contracting to the Galctic Navy), only carry [[ECM Hardened Missile|ECM hardened missiles]]. A worthwhile tactic is to use the multi-targeter to target numerous warships, launch all your missiles, and concentrate on one of the warships with your laser. An ECM-hardened missile will severely damage a Thargoid warship - this will make it much easier for you to clean up quickly.&lt;br /&gt;
&lt;br /&gt;
== Energy bombs ==&lt;br /&gt;
&lt;br /&gt;
The [[Energy Bomb|energy bomb]] is an indiscriminate weapon, so only use it when no allied or neutral ships are present. If you are surrounded by Thargoids and nothing but Thargoids, launch an energy bomb. It is often best to shoot at all the warships and have them dispatch all their Thargons - this way you get the greatest bounty (for destroying all the motherships and multiple Thargons) as well as the best contribution to your Elite rating for the use of the energy bomb. There have been rumours that undamaged warships can survive an energy bombing, so use caution.&lt;br /&gt;
&lt;br /&gt;
== Q-bombs ==&lt;br /&gt;
&lt;br /&gt;
The [[Q bomb]] is less indiscriminate than the energy bomb, and so can be released when friendly ships are in the area (so long as the friendly ships can get away). Thargoids are just as vulnerable to the disruptive field of the Q-bomb as any other ship. Release as close to the largest grouping of Thargoids. With the number of thargons and motherships normally encountered, a Q-bomb also makes for a very spectacular display.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;/div&gt;</summary>
		<author><name>Lukjad007</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Dealing_with_Thargoids&amp;diff=9490</id>
		<title>Dealing with Thargoids</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Dealing_with_Thargoids&amp;diff=9490"/>
		<updated>2008-04-03T11:38:35Z</updated>

		<summary type="html">&lt;p&gt;Lukjad007: /* Dealing with Thargoids */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dealing with Thargoids ==&lt;br /&gt;
&lt;br /&gt;
One of the most terrifying experiences a commander can have is being mugged in witch space by half a dozen Thargoid warships. It's an experience from which many don't live to tell the tale.&lt;br /&gt;
&lt;br /&gt;
Thargoids are the only alien enemy of species found in GalCop worlds. They are cloaked in mystery - no one knows where they are from, where they currently live, or what their goals are. Most of their attacks seem to be 'hit and run', almost guerrilla like in nature. Occasionally they are spotted in normal space, but typically they lurk in the spaces between star systems using a system that can interrupt witch-space transits to ambush traders. Much of GalCop's time is spent battling the Thargoid menace. The [[Behemoth]] carrier is often dispatched to interstellar space to deal with known Thargoid ambushes.&lt;br /&gt;
&lt;br /&gt;
When a Thargoid mothership begins to take damage, they will often release Thargons - tiny robot fighters that are remotely controlled by the mothership. An individual thargon is not particularly powerful, but the mothership will generally release half a dozen - and massed, they can be very dangerous (when there are several motherships around, a single human fighter, even equipped with an iron ass, is likely to be sliced to shreds by Thargoid lasers in seconds). Like many insectoid races, Thargoids tend to swarm whether you meet them 'in person' or in the cold hard vacuum of space.&lt;br /&gt;
&lt;br /&gt;
If your ship is well equipped, it is interesting to note that Thargoid ships are somewhat reluctant to maneuver out of your way. It seems that they like to play puth'ra or &amp;quot;chicken&amp;quot; with lasers. ONLY DO THIS IF YOU HAVE SHIELDS BOOSTERS AND MILITARY LASERS!&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
&lt;br /&gt;
There is one simple priority - destroy the motherships, and destroy them as quickly as possible. Never chase Thargons - they are small, manueverable and difficult to shoot, and you will waste your time (which is often fatal when facing Thargoids). Despite their fearsome reputation, and some of the myths and legends spread about by traders, Thargoids do not have great resistance - a Thargoid warship generally can take less damage than a [[Python Class Cruiser]].&lt;br /&gt;
&lt;br /&gt;
== Laser engagements ==&lt;br /&gt;
&lt;br /&gt;
Generally, you will need military lasers to successfully take on a group of Thargoid warships - preferably fitted to both front and rear mountings. If every shot of your military laser hits the warship, it will destroy it before overheating (this was a design goal of the original military laser specification). However, if you miss even just a couple of times, you will not destroy the mothership - and it may be able to release all its Thargons. So be as accurate as possible - ensure you are using the appropriate spacecraft control method (turn your joystick onto High Accuracy mode, or use the mouse). Speed of destruction is essential - don't miss! If there is more than one warship, the other warship will take control of the Thargons that were released by a warship that you have just destroyed.&lt;br /&gt;
&lt;br /&gt;
== Using missiles ==&lt;br /&gt;
&lt;br /&gt;
Don't bother with standard missiles - it is futile. If you expect to engage Thargoids (either because you are in an area where there have been many recent attacks, or if you are specifically contracting to the Galctic Navy), only carry [[ECM Hardened Missile|ECM hardened missiles]]. A worthwhile tactic is to use the multi-targeter to target numerous warships, launch all your missiles, and concentrate on one of the warships with your laser. An ECM-hardened missile will severely damage a Thargoid warship - this will make it much easier for you to clean up quickly.&lt;br /&gt;
&lt;br /&gt;
== Energy bombs ==&lt;br /&gt;
&lt;br /&gt;
The [[Energy Bomb|energy bomb]] is an indiscriminate weapon, so only use it when no allied or neutral ships are present. If you are surrounded by Thargoids and nothing but Thargoids, launch an energy bomb. It is often best to shoot at all the warships and have them dispatch all their Thargons - this way you get the greatest bounty (for destroying all the motherships and multiple Thargons) as well as the best contribution to your Elite rating for the use of the energy bomb. There have been rumours that undamaged warships can survive an energy bombing, so use caution.&lt;br /&gt;
&lt;br /&gt;
== Q-bombs ==&lt;br /&gt;
&lt;br /&gt;
The [[Q bomb]] is less indiscriminate than the energy bomb, and so can be released when friendly ships are in the area (so long as the friendly ships can get away). Thargoids are just as vulnerable to the disruptive field of the Q-bomb as any other ship. Release as close to the largest grouping of Thargoids. With the number of thargons and motherships normally encountered, a Q-bomb also makes for a very spectacular display.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;/div&gt;</summary>
		<author><name>Lukjad007</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Dealing_with_Thargoids&amp;diff=9489</id>
		<title>Dealing with Thargoids</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Dealing_with_Thargoids&amp;diff=9489"/>
		<updated>2008-04-03T11:29:53Z</updated>

		<summary type="html">&lt;p&gt;Lukjad007: /* Priorities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dealing with Thargoids ==&lt;br /&gt;
&lt;br /&gt;
One of the most terrifying experiences a commander can have is being mugged in witch space by half a dozen Thargoid warships. It's an experience from which many don't live to tell the tale.&lt;br /&gt;
&lt;br /&gt;
Thargoids are the only alien enemy of species found in GalCop worlds. They are cloaked in mystery - no one knows where they are from, where they currently live, or what their goals are. Most of their attacks seem to be 'hit and run', almost guerrilla like in nature. Occasionally they are spotted in normal space, but typically they lurk in the spaces between star systems using a system that can interrupt witch-space transits to ambush traders. Much of GalCop's time is spent battling the Thargoid menace. The [[Behemoth]] carrier is often dispatched to interstellar space to deal with known Thargoid ambushes.&lt;br /&gt;
&lt;br /&gt;
When a Thargoid mothership begins to take damage, they will often release Thargons - tiny robot fighters that are remotely controlled by the mothership. An individual thargon is not particularly powerful, but the mothership will generally release half a dozen - and massed, they can be very dangerous (when there are several motherships around, a single human fighter, even equipped with an iron ass, is likely to be sliced to shreds by Thargoid lasers in seconds). Like many insectoid races, Thargoids tend to swarm whether you meet them 'in person' or in the cold hard vacuum of space.&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;br /&gt;
&lt;br /&gt;
There is one simple priority - destroy the motherships, and destroy them as quickly as possible. Never chase Thargons - they are small, manueverable and difficult to shoot, and you will waste your time (which is often fatal when facing Thargoids). Despite their fearsome reputation, and some of the myths and legends spread about by traders, Thargoids do not have great resistance - a Thargoid warship generally can take less damage than a [[Python Class Cruiser]].&lt;br /&gt;
&lt;br /&gt;
== Laser engagements ==&lt;br /&gt;
&lt;br /&gt;
Generally, you will need military lasers to successfully take on a group of Thargoid warships - preferably fitted to both front and rear mountings. If every shot of your military laser hits the warship, it will destroy it before overheating (this was a design goal of the original military laser specification). However, if you miss even just a couple of times, you will not destroy the mothership - and it may be able to release all its Thargons. So be as accurate as possible - ensure you are using the appropriate spacecraft control method (turn your joystick onto High Accuracy mode, or use the mouse). Speed of destruction is essential - don't miss! If there is more than one warship, the other warship will take control of the Thargons that were released by a warship that you have just destroyed.&lt;br /&gt;
&lt;br /&gt;
== Using missiles ==&lt;br /&gt;
&lt;br /&gt;
Don't bother with standard missiles - it is futile. If you expect to engage Thargoids (either because you are in an area where there have been many recent attacks, or if you are specifically contracting to the Galctic Navy), only carry [[ECM Hardened Missile|ECM hardened missiles]]. A worthwhile tactic is to use the multi-targeter to target numerous warships, launch all your missiles, and concentrate on one of the warships with your laser. An ECM-hardened missile will severely damage a Thargoid warship - this will make it much easier for you to clean up quickly.&lt;br /&gt;
&lt;br /&gt;
== Energy bombs ==&lt;br /&gt;
&lt;br /&gt;
The [[Energy Bomb|energy bomb]] is an indiscriminate weapon, so only use it when no allied or neutral ships are present. If you are surrounded by Thargoids and nothing but Thargoids, launch an energy bomb. It is often best to shoot at all the warships and have them dispatch all their Thargons - this way you get the greatest bounty (for destroying all the motherships and multiple Thargons) as well as the best contribution to your Elite rating for the use of the energy bomb. There have been rumours that undamaged warships can survive an energy bombing, so use caution.&lt;br /&gt;
&lt;br /&gt;
== Q-bombs ==&lt;br /&gt;
&lt;br /&gt;
The [[Q bomb]] is less indiscriminate than the energy bomb, and so can be released when friendly ships are in the area (so long as the friendly ships can get away). Thargoids are just as vulnerable to the disruptive field of the Q-bomb as any other ship. Release as close to the largest grouping of Thargoids. With the number of thargons and motherships normally encountered, a Q-bomb also makes for a very spectacular display.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;/div&gt;</summary>
		<author><name>Lukjad007</name></author>
		
	</entry>
</feed>