Xavier, wanted to show where we're at. We are always learning so we appreciate catching onto new stuff. Also observing games on occasion helps. There are some good players out there and some captains that keep their cool under pressure. Fun to watch!
Ship Maneuvers
We call "Peak Maneuver" which means Engineer boosts Maneuver as situation demands. This covers High Speed Turns
Employing Weapons Systems
We call the bombing runs an "Echo Attack", Echo 1 is 1 mine, Echo 2 is 2 mines etc. As captain I can specify the attack I want and I typically hand "Tactical" to helm for the Echo attacks as the helm can call the shot more precisely. At any time captain can interject and effectively take the "Tactical" charge, also helm may choose to give "Tactical" charge to weapons officer from this position also.
We call our nuclear strikes a "Delta Attack" Delta 1 is 1 nuke, Delta 2 is 2 etc.
When firing we try to utilize where saying "Fire 1" and "Fire All" apply.
We call ECM and Homings by there names, these attacks I tend to give "Tactical" charge to the weapons officer
We have a "Defensive" or #6 engineer setting which boosts our shield
Preset 6: Beams 100/0 Torps 100/0 Sens 100/0 Man 155/3 Imp 100/0 Warp 100/0 FS 200/4 RS 145/1
This setting often is used in the "Echo" attacks to minimize close range damage.
This may seem like alot but it's worked out well for us. Initially we thought about calls for laying mine strips for diagonal, up and down so on, but it is easier to tell helm to come to certain heading and tell Weapons to lay a mine strip.
All that being said crews should expect times when it is stressful, it's fun to push your crew but the Artemis is also quite fragile. We've learned at times to pause and chill for a minute or to strategies as necessary, this helps the immersion to hover over the map sometimes.
Capt FutileChas
Artemis 1701