Chapter 1296: Pole circling method
The United Bureau’s Interstellar Insurance Group provides insurance services for players.
By paying sufficient premiums, players can obtain insurance money after their ships are destroyed.
The amount of insurance money is roughly equivalent to half of the total cost of the destroyed ships.
This means, for the same ship, as long as players earn half the total cost of the ship and the premiums while piloting it, they have already broken even, no matter if the ship is destroyed.
This is a form of care from the United Bureau, a tangible subsidy, allowing every player to venture boldly into Deep Space Zones for battle without worry.
Teams of one to ten players took on a C-Class Task. noveldrama
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After entering the spatial coordinates provided by the Task into the battleship’s navigation device, hundreds of small player teams warp-jumped near the destination and began using detection devices to search all around the Resource Planets for defensive forces.
In an era where various forces can easily navigate in space, the tactics of ground-to-space combat have not changed much.
The missile bases, hidden silos, and shield field generators arranged on the planet’s surface by the Angel Enterprise Alliance were generally exposed on the players’ detection devices due to their energy reactions during operation.
Only dual-environment ships equipped with invisibility modules could fly out of the atmosphere, enter space, and catch the players off guard.
But as said before, players are not afraid of death, sacrifice, or their ships being destroyed, while the Angel Enterprise Alliance also does not have unlimited forces.
After having nearly a hundred escort ships destroyed, the players finally exhausted the enemy’s mobile forces.
Before new enemy ships could warp in, only passive defensive forces were stubbornly resisting on the Resource Planets.
The bombardment was about to begin.
Whoever penetrated the opponent’s shield first would gain the upper hand.
However, do not underestimate the players’ methods.
Normally, indeed, one must first penetrate the ground defensive forces’ shields to eliminate the threat.
But for the clever-minded players, defeating the enemy’s ground defensive forces was not the only option.
“Wait, wait, don’t rush to fire the missiles,” said the captain of a missile cruiser to his teammates operating the firing system:
“Did we bring any thug-type energy plunderers?”
Several teammates stopped firing missiles at the ground.
One of them pressed a few buttons on the control interface, pulled up the ship’s loading interface, and nodded:
“Right. There are two thug-type energy plunderers in the ship’s medium slots.”
The squad captain chuckled:
“Then we don’t need to rush to breach the other side’s energy shield. I have an idea, let me explain it to you all in detail…”
After a few minutes of murmuring discussion among the players, they all bared their canines and smiled with ill-intent.
The missile cruiser lowered its flight altitude, entered the atmosphere, and came to a position about ten kilometers above the ground missile base.
After the cruiser lowered its flight altitude, it undoubtedly became less difficult for the ground missile base to lock onto it.
The threat from enemy firepower doubled instantly, with the cruiser being hit by at least five missiles per minute.
Yet, even with the increased firepower threat, nothing could stop the cruiser from continuing to lower its altitude.
Only when the distance to the ground was reduced to five kilometers did the player team leader order to start circling the base.
The cruiser went full throttle, flying around the missile base at a speed of 300 meters per second in the atmospheric environment.
It turned off all missile launchers, stopped using the fire control system, and activated the two thug-type energy plunderers instead.
The plunderers targeted the ground missile base’s shield.
Being called “thug-type,” could these energy plunderers be up to any good?
Of course not!
Compared to ordinary models, the thug-type energy plunderers had their range reduced to a quarter while their plundering efficiency increased by more than five times!
Five kilometers was their operational limit.
As long as they maintained this distance while circling, every second, 50 megajoules of energy would be sucked from the enemy’s shield into the ship’s energy device by the plunderers.
With both plunderers working together, the energy absorbed per second would be 100 megajoules.
The energy consumption for a small car to travel 100 kilometers is about 50 megajoules.
Simply by sucking and circling, a continuous stream of energy would flow into the ship.
While the ship’s shield was resisting enemy missiles, there would be an energy loss in the ship.
Now, this energy loss was compensated for by the thug-type energy plunderers.
Moreover, after a rough calculation, deducting necessary energy expenses, the ship could still store energy at a rate of 30 megajoules per second.
“We seem to be about to strike it rich!” the leading player trembled slightly with excitement.
The rest of the players on the ship were also extremely thrilled.
The player leader shouted:
“Quick, switch the ship computer’s operating mode to computing module production mode!”
A player rapidly operated a few controls.
The image on the large screen in the control room changed from the original external battle scene to a grid diagram.
On the grid, the value representing the production speed of computing modules soared.
From now on, every unit of energy plundered from the outside would be converted into computing modules by the ship’s computer.