NeonForge
General · guide

vehicle combat

also: countermeasures, jamming, missiles, tuning, vehicle levels

Fighting from a vehicle. Its guns fire for you every round, hit or
miss, each using its rounds (or the battery's charge).

Choosing guns. guns lists every weapon and what it has left.
safe <gun> holds one (it stops firing and saves its ammo), and
arm <gun> (or arm all) lets it fire again. Works mid-fight.

Missiles. A missile rack never fires on its own: fire missiles
launches one at whoever you're fighting (or fire missiles at
<target> to start a fight). One a round. Guided, so they hit more
often than guns, and hard, but flares can decoy them. Some creatures
fire missiles back, and some carry flares of their own: against
those, a missile is a gamble.

Countermeasures. Each lasts a few seconds, then needs a moment
before it's ready again (guns shows when):
  evade    hard maneuvers: much harder to hit (pilot only; burns
             2 fuel; your Reflex makes it better). Any vehicle.
  flares   incoming missiles chase the flares instead of you. VTOLs
             carry 4; a flare launcher part adds 6. Rearming
             (service) restocks them.
  jam      radar jamming: enemy aim drifts, missiles lose you
             almost entirely. Stealth scouts have a jammer; anything
             can fit a radar jammer part. Uses 10 battery.
The pilot (or a co-pilot) and a gunship's gunner can work them.

Vehicles that level up. Some models learn as you fight: every
kill made from one gives it XP, and each level after the first is
a tuning point. In a garage, tune <stat> spends one on hull,
armor, handling, targeting, fuel, ammo or battery (up to 5 points
each); tune shows its level and tuning. A wreck costs it half
its progress toward the next level, so bring it home in one piece.
Stock models don't level up. specs shows all of it.

Examples:
  guns
  safe 55mm cannon
  fire missiles
  flares
  tune hull

In the game, help vehicle combat shows this too.