On how to make your escape easier
So there I am shooting a couple of Hulks, but with only a single point fitted to my Manticore. I have a Tengu about to breathe down my neck, so I am not expecting to destroy both exhumers, but I am still trying to put the fear of Penny in them. I do this by cycling my disruptor between the two ships, exploiting the peculiarities of warp engines. When a ship is trying to enter warp but is prevented from doing so the engines will return to their previous mode of operation. What I am relying on is that the pilots went from being stationary to trying to enter warp directly, which when disrupted will cause the ship to ‘stall’.
Cycling the point between the two ships is a risky tactic, as it theoretically shouldn’t work. Either pilot should recognise when the engines are being disrupted and when they are not, and align manually to their escape route, engaging warp drive as soon as the point drops. But the stalling problem is compounded by another quirk, in that the escape route in w-space will often be your tower (or a wormhole, which suffers the same way), and warping to a bookmark is controlled by a context menu. Having to navigate the menu is rather more involved than rapidly punching the warp button on the overview.
Essentially, unless the pilots know exactly what’s happening and take care to align manually, their slow Hulks will never be able to get up to three-quarter speed in order to enter warp. Trying to enter warp directly and stalling the ship will reduce the Hulk’s velocity such that accelerating from zero takes longer than the cycle time of my warp disruption module. Of course, selecting a celestial object will open up the possibility of spamming the warp button, which is right next to ‘align’, another convenient button, but this is a risky move for the defender. The attacker could follow, and soft targets generally warp more slowly than pointy ships. As the defender still has to enter warp again once the celestial object has been reached, in order to get back home safely, all he has done is move the encounter.
Thinking further, using a celestial object to avoid using a bookmark to warp to could be effective if the celestial object is the moon where your tower is anchored. You still need to warp again once the moon is reached, the short distance to the tower, but anyone following will be at the mercy of the tower’s defences, making it a safer position to warp to. And you get to align easily and spam the warp button. At least, you could, if it were possible to add a single moon to the overview. Adding moons in general only makes the specific moon awkward to single out and clutters up the overview. But maybe you can add that single moon to the overview, just indirectly.
I’ve encountered a solution to adding the tower’s moon to the overview before, I just haven’t recognised it. Of course, it may not have been used as such a solution, but it occurs to me that anchoring a territorial claim unit to your moon creates a superior escape route. The TCU appears on the overview from anywhere in the system. It can be warped to, aligned to, and placed on the same grid as the tower. There will be no need to navigate relatively fiddly context menus to align or warp to a bookmark in a panic, and even though you won’t be inside the tower’s shields arriving at the TCU will provide covering fire from the active defences.
Maybe the TCUs I’ve so far encountered have nothing to do with providing a better escape route, and are anchored for completely different reasons. But it seems like a good idea to me to anchor one to provide a convenient point visible from anywhere in the system that can be accessed by standard navigation tools. The TCU may advertise the location of your tower, but that is far from a secret anyway. I’m wondering if a territorial claim unit may just save your clone.