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Gallic Royal Navy Piloting Manual

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Gallic Royal Navy Piloting Manual
Offline Wolfs Ghost
02-19-2011, 11:06 AM,
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[Image: galliaflag.png]
Gallic Royal Navy
Piloting Manual

"Effectiveness. The ideal to getting an assignment done." -- Joseph Martius DeFrance, 730 A.G.S.

Table of Contents
1-1.) Code of Conduct
1-2.) Zone of Operations
1-3.) H.U.D Overlay and Combat Coordination
1-4.) Royal Navy Arsenal
1-5.) Combat Tactics
1-6.) Gallic Royal Charter

Section One - One, Code of Conduct
This section will go over the general code of conduct of a Royal Navy pilot. Failure to follow these will result in severe punishment or execution.

Discipline and Loyalty. Men and women under the military service of the Crown are required to be diligent in the execution of their orders, this in regard to the chain of command which must always be obeyed to. The refusal to comply to orders of a superior will result in a court martial and if found guilty, will result in the dishonorable discharge of the accused in question, and may be followed by public execution. Desertion, espionage and treason are crimes punishable by death.

Respect and Image. Men and women representing the Royal Kingdom of Gallia are expected to be respectful toward the Gallic citizen, be him or her of noble blood or commoner. All soldiers of the Crown are expected to talk in a civilized manner. An inability to do so is to insult the language of the Kingdom, and will be considered a crime. To voice an opinion that may directly or otherwise support the enemies of the crown, to speak against the Royal is forbidden and will be punished severely.

Valor and Courage. Men and women under the military service of the Crown are expected to obey his orders with no hesitation. The enemies of the Crown are expected to be hunted down and disabled by the soldiers unless otherwise specified by the chain of command. To land a hand to a comrade in need is a compulsory act of comradeship. A valorous and courageous soldier is a good soldier. The soldier refusing to abide by these principles may be executed for grave charges of cowardice and his or her name will be dishonored.

Section One - Two, Zone of Operations
This section will briefly go over the Zone of Operations of each Gallic Royal Fleet. Pay attention in detail, as you may be assigned to one of these areas.

Core Worlds

Ile-de-France. Data Inconclusive

Anjou. Data Inconclusive

Berry. Data Inconclusive

Lyonnais. Data Inconclusive

Maine. Data Inconclusive

Orleanais. Data Inconclusive

Picardie. Data Inconclusive

Gallic Border Worlds

Burgundy. This system is the Crowns seat within the contested Gallic border systems. The bulk of our forces, and supplies are located here. Heavy fighting between various Outlawed groups, including the Council, take place here against Royalist forces. Planet Nevers remains the only populated planet still under our control within the border worlds.

Champagne. A popular uprising occurred on the industrial Planet of Marine. This is seen as the birth place of the Council, and the beginning of the Second Gallic Civil War. DOS Operatives advise that no lone pilot should enter this system due to the hostile presence located there. This system is rumored to hold a majority of the Councils capital ships. Be weary when on patrol. Contested System.

Dauphine The Dauphine system has seen many fights during the outbreak of the second Gallic Civil War. Currently this system is being used as a staging ground to drive the Council forces out of Languedoc. Large engagements take place within the system. Be advised while on patrol.

Languedoc This system contains one of the two connections into Sirius. Formerly under heavy control of our great fleet until a surprise attack by the Council. Since, this system has seen the most brutal of the entire war. With our forces preparing to drive the Council out, this system remains heavily embattled. Contested System.

Lorraine Since the fall of Champagne, the Epinal fleet has been cut off from the rest of the Royal Navy. Limited supplies are sent through the Jumphole. This system is home to the second route into Sirius, which is still under heavy control by Our forces within the system. The Battleship Epinal is the only remaining vessel of her class within the area. Nearby stations are maintained and operated by members of the Royal Police and the Royal Navy. Be advised while patrolling this system.

Section One - Three, H.U.D. Overlay and Combat Coordination
This section will discuss the specifics of the H.U.D Overlay system, and Combat Coordination within any engagement.

Heads Up Display Overlay and Communication

/l (lower case "L") Switching to this channel will result in your communications to transmit to vessels within scanner range. Note that this transmits up to eighteen clicks (18k) out to flight groups and fourteen clicks (14k) out to those who aren't in your flight group.

/g Switching to this channel will result in your communications to be transmitted to vessels within your secured flight group communications. The range of the is unlimited, meaning your fellow pilots can pick up your transmission more than three systems away.

/s Switching to this channel will result in your communications to be transmitted to vessels within the same system as you. Anyone can pick up these transmissions.

/setmsg # <message> This setting gives you nine (9) recording slots to record your messages so that you don't have to constantly keep broadcasting. This is also useful if you're under attack and you have recordings saved. (//Without the < >)

IE:
  • /setmsg 1 Madame! Requesting support here at #c
  • /g1 Madame! Requesting support here at C-3
Advanced Targeting and Broadcasting Information

#c This gives the coordinates you're currently at, however it will not work on it's own. You will need to record a transmission and input this code within the transmission.
  • /setmsg 1 Madame! Requesting support here at #c
  • /g1 Madame! Requesting support here at C-3
#t This is another input command, similar to the coordinate command explained above. However inputting this command into a recorded transmission and sending it to your flight group, will tell your wingmen who you're targetting. This is useful when you're flying as flight group leader.
  • /setmsg 1 Blue Squadron Target #t!
  • /g1 Blue Squadron Target Josef Montague!
Combat Coordination

--Coming Soon--.

Section One - Four, Royal Navy Arsenal
This section will briefly discuss the Arsenal of the Royal Fleet's Arsenal, ranging from various ships. Does not include Capital ship vessels.

Ships

[Image: 254px-Caracal-s.png]
XJ-1 "Caracal" Light Fighter

Built upon an aging, but popular, police and military design, modern refinements in flexible materials and gravity assist maneuverability systems have been incorporated in this borderline experimental fighter, designed to literally fly circles around the aged craft of its Brigand and Council opponents.

Hull Strength (Unarmored): 6,600
Guns/Turrets: 4 / 0
Nanobots/Shield Batteries: 44/44
Max Weapon Class: Class 9
Required Armor Upgrade: Universal Armour Upgrade Eight (8)

[Image: 254px-Serval-s.png]
XJ-2 "Serval" Heavy Fighter

Built to the Royal Navy's standard of balancing power and speed to meet any and all threats on a level plain the JX-2, unveiled in 817 A.S., represents the cutting edge of Gallic snub technology.

Hull Strength (Unarmored): 8,900
Guns/Turrets: 6 / 0
Nanobots/Shield Batteries: 58/58
Max Weapon Class: Class 9
Required Armor Upgrade: Universal Armour Upgrade Eight (8)

[Image: 254px-Lynx-s.png]
XJ-3 "Lynx" Very Heavy Fighter

Incorporating the same design philosophy of the Valor, the Lynx converts tremendous resources into a engine of ruthless destruction. With unmatched hull plating, power and exhaustive electronic support systems this sophisticated and deadly fighter was crafted to overwhelm any and all opposition should Gallia's borders ever be breached.

Hull Strength (Unarmored): 13,200
Guns/Turrets: 6 / 0
Nanobots/Shield Batteries: 72/72
Max Weapon Class: Class 10
Required Armor Upgrade: Universal Armour Upgrade Eight (8)

[Image: 254px-Cougar-s.png]
BXJ-5 "Cougar" Bomber

Built upon the back of the lessons learned during the first truly large scale battles in which Gallic forces were committed, the Cougar is vastly improved in every conceivable way than the largely theoretical forbear launched against usurped Royal Navy capital ships during the war.

Hull Strength (Unarmored): 21,500
Guns/Turrets: 4 / 2
Nanobots/Shield Batteries: 108/108
Max Weapon Class: Bomber Class 6
Required Armor Upgrade: Universal Armour Upgrade Eight (8)


Section One - Five, Combat Tactics
This section will explain combat tactics for these vessels. (Section-To-Be-Updated)

Lynx Combat Tactics

-One on one duel
This type of fighting is relentless. If you are fighting a skilled pilot, every mistake will be punished mercilessly, but knowing proper tactics will give you an edge over your opponent. The fight will quickly turn into a jousting match, where both ships will fly directly at each other, as it is one of the best ways to actually do damage. Don't fly in a straight line, use your side thrusters to maneuver around and make yourself a hard target. Always thrust until your opponent is out of view, then engine kill, turn around, and repeat. When you close to close range, fire your mini razor, torpedo, or missile and you'll have a better chance at hitting your opponent. As you pass over the enemy, drop a mine, if only to throw him or her off guard. Repeat as needed until you score a kill.

-Large scale fighting
In large scale battles, you have a better chance of surviving if stay calm and collected. You'll likely be given a target by your commanding officer, stay with that target, your commander gave that order for a reason. If you find yourself under heavy fire, go evasive, even if you have to lose your target for awhile. Don't rush into killing your opponent, it causes mistakes which cost lives. Steadily drain your opponent of nanobots and shield batteries until they retreat or are destroyed, then move on to another target. When picking your own targets during a battle, look for enemies that are attacking you squad mates, just knowing they're being shot at can cause a pilot to break off an attack or lose focus. Finally, when an enemy is destroyed tractor in as many nanobots and shield batteries as you can. You don't want them to be used on the other side. Don't be greedy with them either. If your teammate needs help, supply him with a few. Keeping a friendly pilot in the fight is a victory all its own.

-Capital ship fighting
Ideally you should use a bomber or call in capital ship support for this type of fighting, but in a pinch two or three mini razors or sunslayers can take down a gunboat, just keep firing and dodge the missiles and faster moving energy blasts. Eventually you can wear down the gunboat into retreating or just simply destroy it. Anything lager than a gunboat should be handled with a very large group of Lynx's (Three mini razor armed fighters minimum, and one cruise disruptor armed Lynx), although someone in your group should have access to at least a bomber.

Cougar Combat Tactics

-One on one duel
Fighting a fight in a bomber one on one is deadly, for either side. It's advisable that you do not engage an enemy fighter alone due to how heavy this ship is. However, if you do engage an enemy bomber in a solo engage, pick away at their shielding with your regular weapons, this can usually be accomplished in one or two passes. Once your targets shielding is disabled attempt to line their craft up with your SNAC and proceed in with the kill. If the target is not lined up, either because they're to high, or they're on the wrong side, change your direction by strafing to line your SNAC up with their vessel.

-Large scale fighting
It's not wise to take a bomber into a large scale battle involving just fighters. That's a mistake most pilots make when they enter the area of combat. However, if a large scale fight does break out and you're flight group is facing an enemy capital ship surrounded by escorts, or multiple capital ships, then a bomber with fighter support is needed.

The maximum range on your SNAC depends on a number of variables, is your target moving towards you? How fast is your target moving? How fast are you moving? Is your target stationary? Are you stationary? and so on.

If you're stationary, the maximum range for your SNAC to hit is two point three clicks (2.3K), however you should never be stationary during a combat situation especially if it involves capital ships. So using the following equation, you can find out what range your SNAC will hit: 2.3K + (Your speed towards them [Minus] Their speed away from you) * 7

Though we do understand that you won't have time to do math if you're in a heated battle. General range for any Capital ship would be 2.3k unless you're fighting a gunboat.

Section One - Six, Gallic Royal Charter
Below is the Gallic Royal Charter.
[Image: galliaflag.png]

Gallic Royal Charter
[color=white]
The Kingdom of Gallia hereby decrees that the following statements shall be deemed as the Laws of the Land, set forth by the Crown and Citizenry upon the establishment of this new government and grand nation:

1. In the face of great peril in the exodus from the Sol System, of treacherous betrayal at the hands of former allies, and of flawless courage in the founding of this new realm, the Crown, consisting of the monarchical family and chosen trustees, is entrusted the governing authority over the entire Kingdom of Gallia, for Gallia herself owes survival to the Crown now and forever.

2. Because the Crown is responsible for the protection and prosperity for Gallia, the guardian of Her existence and the sole reason for Her survival, any person that dares attack or deface the Crown by any means shall be considered a traitor and an enemy of the state, worthy of neither life nor mercy, for those that seek to destroy the Crown seek to destroy all of Gallia and commit genocide against the Gallic people. For this reason, such acts are seen as threats to the national security of the Kingdom and are under the jurisdiction and judgment of the Gallic Royal Navy.

3. To ensure the continued security and survival of the realm, none shall enter the Kingdom of Gallia without the decree of the Crown. Trespassers are enemies of the Kingdom and threats to the stability of the state.

4. The resources of the Kingdom of Gallia are hereby entrusted to the Crown in order to protect the economic stability and progress of the realm. The Crown reserves the right to manage the economic entities of Gallia and the extraction, distribution, and manufacture of resources. All economic operations must be approved by the Crown.

5. Manufacture and distribution of any and all forms of combat material, including but not limited to personal firearms, combat vehicles, ship weapons, and space vessels, is the sole right of the Crown. Disobeying this law is considered as a declaration of hostile intention against the Kingdom of Gallia and is punishable by death.

6. Trade interdiction, including but not limited to the unauthorized use or disruption of Gallic trade lanes, is considered a criminal offense. The movement of resources and supplies throughout the realm is considered a crucial part to the survival of the Kingdom of Gallia and any attempt to hinder this movement will not be tolerated and subject to serious consequences.

7. Vessels classified as a gunboat or higher, both domestic and foreign, that are not recognized by the Crown and within the Kingdom of Gallia are to be considered an invasion force and an open declaration of war that shall be met with the full fury and might of the Gallic Royal Navy.

Trade Regulations List

Contraband in Gallia is as follows:
  • Slaves are to be dropped off at the nearest Royal or Junker base for liberation. No quarter is to be given to those who would trade in human life.
  • Cardamine is to be destroyed on sight. No trace of this vile substance must taint our realm.
  • Anything headed toward Council bases is to be redirected or destroyed. We must starve the traitors of their supplies, and anyone helping them is an enemy of the Crown.
Trade between Gallia and Sirius is limited to Junkers and specially approved shippers. Others may be working as spies for the houses of Sirius and to be treated likewise. What cargo is not taken for analysis should be destroyed, lest it fall into the hands of our enemies or be rigged to harm us. Even from those we trust, only a limited number commodities are to be taken from Sirius, and they are for research purposes only; we do not trust our industry with their supplies, but may learn from their devices. Our current import interests are as follows:
  • "Counterfeit software," as it is known in Sirius, has been a great source of information about their cultures and dispositions for both us and traitors of all breeds. Such material should be transported to Chateau Salins Station in Lorraine and kept out of the hands of our foes.
  • The development of Gate/Lane Parts remains mysterious, and any further supplies toward new construction or reverse-engineering the technology will prove useful. Briancon Station in Dauphine has facilities for processing them.
  • Nuclear devices, while dangerous in the hands of criminals and traitors, are invaluable to the war effort. They are to be dropped off at any Royal Navy base, with Battleships Beuvray and Rocroi preferred. Any transport of such material to any other locations is to be considered treason.
  • Quantum Multiplexors are a recent development from Kusari that may prove very useful to our engineering. While not yet safe to install, we have set up research facilities on Avallon Station that are interested in supplies of these devices.
  • We are also interested in all so-called "alien" artifacts, remains, and technology. While we have yet to establish a steady exchange price for these objects, the transfer of these objects to our bases is permitted and encouraged.
Those allowed to bring the above supplies to Royal bases are also allowed to take select exports out with them as well. Currently, we are allowing the export of tobacco, wine, and specially modified holo-tainment bands available on Dijon Station. These commodities may be distributed anywhere in Sirius at shipper's discretion.


Junker Access Rights and Registration

By Royal Decree of King Charles the Fourth, this Gallic Royal Navy Pilots Manual has been published for your benefits in armed combat against those who oppose the crown. Failure to understand or keep up-to-date with lessons held inside this manual will be considered for severe punishment. This is distributed for Royal Navy Pilots Only.

[Image: L4Dc5Fv.png]
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