Reference Sheet

This contains most of the information in the help files, condensed for quick, easy reading. Credit to Darkmile for the initial collation.

At a Glance

Levels & Combat

  • May attack (or be attacked at) outposts when Lv. 4
  • May attack (or be attacked at) homeworlds when lv. 7
  • May attack stations when lv. 11

Rewards for Victory

  • Outpost: Loot resources, also claim outpost if you have less than your maximum active outposts plus two
  • Homeworld: resources if you have transports
  • Station: Alliance gains control of the station
  • All transports filled evenly, including those from alliance fleets
  • XP awarded regardless of victory or defeat

Attacks

  • Commander for attack is the highest ranking officer within selected fleets
  • Alliance fleets capped at 50% of user's total strength
  • Fleets attacking outposts are capped at the total strength the opponent has (minimum cap is 1000 strength)
  • Fleets attacking homeworlds are capped at the attacker's total strength, even including alliance fleets
  • If outpost changes owner, it will lose 1 level, but only once every 24 hrs
  • Only 1 attack may be launched at a time
  • Neither player may be attacked while combat is simulated

Defence

- Tactics for Outpost defence is determined by the highest ranking commander used
- Tactics for Homeworld defence is determined by Base fleet tactics
- Tactics for stations have their own setting, available to alliance leaders

- Commanders defending homeworld cannot die
- Some fleets in Homeworld may sit out of battle, if defender Str is enough without them
- If Base-fleet has a dead commander (from previous battle), defender may not use commander-effects
- Defending fleet(s) for outpost selected as follows (may also combine fleets):

A fleet with Strength between 1.15 - 2.0 times the strength of the attack
A fleet with Strength between 1.0 - 2.5 times the strength of the attack
A fleet with Strength between 0.9 - 3.0 times the strength of the attack
A fleet with Strength between 0.8 - 4.0 times the strength of the attack
A fleet with Strength between 0.8 - 5.0 times the strength of the attack
A fleet with Strength between 0.8 - 6.0 times the strength of the attack
A fleet with Strength between 0.8 - 8.0 times the strength of the attack
A fleet with Strength between 0.8 - 10.0 times the strength of the attack
A fleet with Strength between 0.8 - 15.0 times the strength of the attack
A fleet with Strength between 0.8 - 20.0 times the strength of the attack
A fleet with Strength between 0.8 - 30.0 times the strength of the attack
A fleet with Strength between 0.8 - 1000 times the strength of the attack

Outpost defence bonuses
- All defending units' shields boosted by 1%/outpost level
- All defending units' damage boosted by 1%/outpost level

Stations
- Bonus divided equally by all alliance members
- May be attacked with as many fleets and Str as commander allows
- Player needs at least 5k Str on own fleet, rest can be from Alliance
- Max Str of the Station defending is 250k
- No limit to how many ships can be placed in addition
- Fleets defending a station will not retreat
- Active bonuses for all units at station is always based on the bonuses of Alliance leader
- Station uses tactics of its own, fleets those of the commander
- Immune to EMP
- Boarding ships can't target any weapon-related systems
- Gravity wells do not work in station battles
- Battle will end after round 30, after which station is graced for 4 hours and defender wins

Tactics - Target priority
- Ships target enemy defences as per Target Priority
- Commander determines how many ships target one target, before the next ones target another
- Total Firepower: Ships with overall highest Dmg output taken out first
- Least Hull: Damaged or smaller ships taken out first
- Most Hull: Tough ships taken out first.
- Least manoeuvrability: Slowest ships are taken out first.
- Most manoeuvrability: Fastst ships are taken out first.
- Closest ship: Lets each ship on the field fire at the ship closest to them

Tactics - Target priority - Targeting order
- Ships select their targets in order based on Target priority
- Total Firepower: Ships with highest primary weapon Dmg pick targets first
- Least Hull: Ships with highest manoeuvrability pick first
- Most Hull: Ships with the longers primary weapon range pick first
- Least Manoeuvrability: Ships with lowers primary weapon targeting pick first
- Most Manoeuvrability: Ships with highest primary weapon targeting pick first
- Closest Ship: Ships with the lower primary weapon range pick first

Tactics - Target switching
- If target switching is enable, each ship will re-evaluate targets every round
- Re-evaluation happens according to the priority settings

Tactics - Fighter priority
- Corvette defence: Eliminate enemy fighters targeting corvettes. Can intercept 2 missiles/turn
- Capital ship defence: Eliminate fighters/corvettes that come in range. Can shoot 3 missiles/turn
- Defend all: Protect both capitals and corvettes. Can intercept 3 missles/turn
- Ship-to-ship: Concentrate on enemy minors. Can intercept 1 missile/turn
- T1 fighters prefer enemy fighters, other fighters corvettes when in S2S

Tactics - Corvette priority
- Defence: Stay by capitals. Shoot missiles to enemies in range. Can shoot 2 missiles/turn
- Offense: Move and engage the closest enemy capital ship. Can intercept 1 missile/turn
- When on offense, will avoid targeting big ships in the back

Tactics - Retreat condition
- Retreat is not possible for the attacker during the first 3 rounds of combat
- Fight is considered Unwinnable, if opponent has more than 2x the Str

Grace time
- 1s/Str when over 10k Str lost in Homeworld defence battle
- Min 2h 47min
- Max 48hrs

Commanders
- Most safe : Zealot - Tactician - Veteran - Independent - Loose Cannon : Least safe
- 'Safe' means how much damage/enemy ship the commander assigns over what is needed to kill it

Round structure in combat
- Target allocation
- Move or fire primary (Cap ships)
- Fire secondary
- Fire Tertiary
- Repeat fire commands until all weapons are used

Wargames
- Can only use a single fleet
- Minimum 5k Str
- If Str of fleet changes, all wargames for that fleet are cancelled
- Credits reimbursed if wargame is cancelled
- No special bonuses for either side in combat
- Commanders gain some exp from combat, players do not
- Costs 2 credits
- Max 20 credits/bounty

Bounties
- Must be Lv. 7 to issue a bountyMay only claim bounty if you are the attacker
- May only claim bounty at Homeworld or Outpost attack
- Bounties cannot be cancelled

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