In fact, it's not necessary, but it's a little more convenient -- believe me, it's really just a little bit. When designing difficult ships, we have to rely on the most primitive method -- keep trying!
Long distance identification of enemy and me should be distinguished by formation,
while short distance identification of enemy and me should be accomplished by distinguishing ship type,
and there will be no situation of chasing friendly forces.
Can the intermittent change of the auxiliary thrust of the extra rocket maintain a relatively long period of time, and the speed of adding resistance to the system can not keep up with the speed of thrust change?
A small amount of asteroid debris may not be able to block each other's progress.
The hull can fully withstand a small amount of debris impact.
Too small debris will also be deleted.
It is not a good choice to mine in the open area.
I think even in PVP, good design will emerge in endlessly, just like the new tactics of modern war with new vehicles, the same materials, different combinations, forming different ships, they have their own applicable environment.
A good commander and spaceship designer is the key to success.
The point is not whether its design can be used, but whether it is the best.
This requires thousands of adjustments, and each time a new one is used for destructive testing.
I am afraid it is economically difficult to support.
What we want to pursue is not to let the ship fire with kinetic...
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