The vertical 'line' of three ships on the left? You're the middle one, Dariush.
But yes, I agree that it was probably not the best decision in the world.
"Open up hailing frequencies, Kor'ui"
"Opening hailing frequencies, Kor'O."
[short buzz of static]
"Attention unidentified ship. This is Admiral Keen Foresight currently aboard the Enduring Peace, of the Air Caste Navy Fleet Advance Group. Hostilities have been reported in this sector. There is, however, safety in numbers. We would request a ceasefire between our parties, and possibly an alliance until other threats have been dealt with. At that point, we can negotiate over possible treaties for this sector and control of said."
"Message has been sent with accompanying translator assistance package, Kor'O."
"Shall we wait for their response, Kor'O?"
"No, Kor'el. Begin maneuvers; set us on a heading through those asteroids."
"At once, sir. Dao'cha, arm the Ion Cannons. Target the larger asteroids; low intensity. And only the ones that would impede our progress, this time, Dao'cha."
"Arming now, Kor'El. I won't make the same mistakes as last time..."
Send message to UEF Himalayas, to 'galactic west-north-west' of us.
Fire both lasers at the asteroids north of us(that section where it turns back down at an angle, so we aren't immediately open to attack from the UEF Himalayas if they aren't friendly.
Move through the hole created.
Oh, and some notes for the GM; right now, power to damage ratio is kinda poor. Especially since pulse cannons(which are railguns for my ship, missile launcher is still missile launcher, laser turrets are ion cannons) have such crappy effective range.
When you can get a 1:1 power to shields ratio, but can only deal 60 damage in one turn by using a pulse cannon, even if you fired a missile as well(and assuming you're using lasers as they are more useful against shields than pulse cannons), meaning you have a power to damage ratio of 3:4(20/5/15=40 power from lasers/missiles/pulse, and 30/20/10=60 damage, if anyone's curious) at minimum, whilst using up your missile load. Once out of missiles, or if you didn't want to use them, you get a worse ratio of 13:12, just over 1:1(20/45=65 power from lasers/pulse, and 30/30=60 damage).
Meaning either you have to use missiles to even try to get through someone's shields(and they have enough power to simply recharge it, and still have enough leftover to shoot you with a laser), use up your power really freakin' quick, team up with someone(and if you were trying for this one, I would actually applaud you, since it's a good way to do so), or, depending on how the bonus damage and shield recharge works, I could be wrong.
Speaking of which, if you got close enough to someone to be able to hit them with all your weapons at once, it would cost 115 power to do so(dipping into overcharge would be required, of course), and if you were smart, you'd fire lasers, then pulse cannons, then missiles(which would be the order they'd hit in if they were fired simultaneously anyway, due to the speed). Depending on how shields recharge and bonus damage works, you would either
A. Strip them down by a good 110 points of power/shields, if overcharge immediately goes to shields even whilst being fired on,
B. Strip away their shields and 30 points of armor, if the pulse cannon shots are all absorbed by the shields, even if their damage would eb greater than the 30 points remaining after the lasers,
C. Strip away the shields, all of the armor, and 10 points of hull, if it works how I expect it does for the order of damage, but missile bonus damage applied after it's normal damage(and since armor is gone, it gets no bonus at that point),
D. Strip away all shields and armor, but leave hull untouched, if the armor absorbs all of the missile damage since it's one hit, or
E. Kill them entirely, having just barely taken away all of their hull, if the Missile bonus damage applies first/is added since it's hitting armor at all, and also goes through to the hull.