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Two tractor beams (whether you are heavier or lighter) is enough to keep a targeted ship at a fixed distance. To actually turn an opposing ship requires 4 or more tractor beams with at least one set (or side) targeted at a specific component to keep the other ship at a fixed distance and the other set(s) or side pulling a targeted component towards you, causing the other ship to turn.
Mass helps but vs asteroids you could make a lighter ship with more engine power and it would be about the same.The best way to get asteroids out of the sun range is to build 360 large shield with large reactor all around your ship and just push the asteroid out side of suns range much faster then tractor beam.
There are plenty of free weapons strewn across the galaxy. Factions that hate eachother can be used as weapons, all you gotta do is shove a ship/station in the face of one of their enemies. Also there is always the sun, a very potent weapon. :)
I started a new career-mode game with a "science vessel" equipped with 3 small thrusters on the back (angled for speed, not maneuverability), a sensor array, and 2 crew in a little bunk. It left me with no money, and I couldn't even operate the sensors at first; 1 pilot and 1 loader was all I got. No guns, either.
Then I wandered to the nearest "?" icon, waited for a friendly ship to pass nearby, and "encouraged" them to engage the pirates in the area. Stayed just out of visual range, waited for one of the blips to go away, dropped a marker where it used to be. Flew off a little ways to let the other ship fly away, then went back to the wreck to build some storage on to my ship and pick up the remainder (thank you, 8x speed).
Lather, rinse, repeat a couple times, and I had enough to build a decent ship. 6 crew wasn't quite enough to keep the sensors' uptime at 100%, so I got 12; the doubled visual range is very nice, and the doubled sensor range gives me plenty of warning so I can bug out before enemies find me scavenging with all my crew on EVA.
Lucky timings allowed me to kite the "Fugitive" mission ships into nearby friendlies, which actually completed the missions for me when they died. Failed the "Roving Pirates" mission because I kited them all into stations where they got obliterated by the fixed defenses and the local friendlies (not sure what the difference is; "roving pirates" are apparently counted differently than the fixed "fugitives"), but it was profitable (I now have enough materials to build a reasonably decent "real" ship without even spending any credits)... and I never fired a shot. Didn't even have a gun, for that matter
The novelty wore off pretty quick, but it was definitely a fun little experiment.
<raises hand> I'm the player who's character in an MMO is stuck in a place they shouldn't have been able to get to and is waiting for a Guide/Moderator/GM/CS to come unstick my character...
Nicely done, bravo! :)
Fellow Game Mechanic Tinkerers Unite!
(There's a vid of one of my characters and some friends doing things we shouldn't have been able to do in a very popular MMO. It partly, though was not the primary egregious incident, forced that MMOs devs to make game mechanic changes... sadly, enough. :))
And, it brings something to my "Suggestions" list I'm making:
An ability/part/component/reputation-bound thing that allows a player to "temporarily" hire an NPC ship. That ship will do little more than try to follow them while in Formation and will attack any enemies its Faction has as well as pirates, but the player must also be aware they will inherit the Faction Reputation hits as a consequence of what that hired ship attacks, too. (A decently designs player-ship can outperform the Faction ships in the game, so this is really for situational use and for "flavor." It's certainly not "O.P." :) It would be relatively expensive for the player to do this and these ships would not follow any Orders, including Hyperjumps.)