August 14th, 2552 – The Flying Circus
Pilot/Mechanic/Jump-Gate Navigator/Grunt Kat “S-Kat” James Reporting
It would seem that the Flying Circus works better in two teams of three breaking into three teams of two with a pair acting as the net to go where they’re needed. I mean, most aerial combat is based on an X-Y-Z axis but with access to the Well, a jump pilot can jump in and out of battle and yes, quite possible into another ship.
Fipps and company have come up with a limiter that keeps people from appearing things in your path or appearing in the middle of a ship but we know it won’t be long before the enemy figures out that little trick and comes up with a way to counteract the shielding.
I think we all agree the best way to win a fight is to not be there, but sometimes — you need to fight— unless you’re convicted felon, then your turrets are fancy flower holders.
Still, it seems the best way of throwing a spanner into the works is to fight with totally chaotic acrobatics. Plus— it’s really, really fun.