Fleet Leadership

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Leadership skills for forming fleets, although not essential, are important. They allow players to confer bonuses on fellow fleet members, simply by being in the same fleet as them. Joining a fleet does not require any skills, and it is also important to note that being a squad, wing or fleet commander does not need any skills either.  However, having the relevant skill for the position confers fleet bonuses onto the people beneath your command in the fleet structure.

Contents

Fleet Structure

---Fleet Commander (FC)
 |
 |----Wing Commander (WC)
 |  | 
 |  |----Squad Commander (SC)
 |  |  |
 |  |  |--Squad Members
 |  |
 |  |----Squad Commander
 |     |
 |     |--Squad Members
 |  
 |----Wing Commander
    |
    |----Squad Commander
    |  |
    |  |--Squad Members
    |
    |----Squad Commander
       |
       |--Squad Members

Each squad can have up to 10 members, each wing can have up to 5 squads, and each fleet can have up to 5 wings, for a total of 256 members.

Also in the fleet structure, but not shown here, is the Boss.  The Boss has all the abilities and command tools of the Fleet Commander, but may be any member of the fleet.  By default, the FC is the Boss, but the FC may assign any other fleet member to be the Boss.  You might want this if, for example, you are commanding the fleet but you do not have the Fleet Command skill.  In order to use fleet bonuses, you could promote someone who does have the Fleet Command skill to be the FC, whilst you retain the Boss role, and overall command. 

I have used the term "fleet bonus" so far, however a better phrase would be simply "bonus", since there are different levels of bonuses for the different levels in the command structure.  EVE uses the terms "fleet bonuses" (and "fleet boosters") which can be confusing.

Leadership skills may be divded into two different types: those that generate bonuses, and those that permit these bonuses to be passed on to other fleet members.


Leadership

There are 3 leadership skills that enable you to pass on bonuses to other members of your fleet. Again it is worth noting that you do not need these skills to hold these positions.  However, if you intend to fleet a lot, and command fleets, then it is worth training these skills.  Leadership is only a Rank 1 skill and does not take very long.

Fleet Command

Wing Command

Leadership


If you take up the FC, WC or SC positions without having the relevant skill, you will 'block' any skills passed on from a superior commander.  To explain further:

Note that bonuses only affect the players at the level at which they are generated or lower.  FCs get no benefit from wing or squad boosters, for example.  In addition, there is no partial passing-on of bonuses, e.g. if you have 7 pilots in your squad, you need at least Leadership 4 to pass on any bonuses - if you have Leadership 3, then none of your squad will receive bonuses.


The bonuses themselves are generated by the Squad/Wing/Fleet Booster, a position in the fleet that by default is assigned to each Squad/Wing/Fleet commander.  However the commanders may assign their booster position to any other member below them in the fleet structure.

Booster Skills

There are 6 booster skills that affect how much bonus you confer as a booster. Bonuses affect fleet members in space within the same solar system. If your SC/WC/FC is docked up, they cannot pass on (or provide) any bonuses.  There is no distance limitation of the bonuses, so long as you are in the same system.

Leadership

Armored Warfare

Information Warfare

Siege Warfare

Skirmish Warfare

Mining Foreman


These bonuses do not stack if more than one person is boosting them, however the highest will be used, possibly combining from different boosters to give the best overall effect.  For instance, if your squad booster has 5/4/3/3  (read about the syntax here) and your fleet booster has 4/4/4/4, then these bonuses will combine and you will receive the highest of each bonus, i.e. 5/4/4/4.

Warfare Link Skills & Modules

This is the other type of fleet booster.  All these modules will only provide a benefit if you are a booster in a fleet, and they act in the same way as the booster skills (e.g. they don't stack, they require proper skilled fleet structure, etc).  If you are not in a fleet, or are not a booster, then they are useless.

The skills required to use these modules have the relevant fleet boosting skill trained to level 5 as a prerequisite.  For example, to use an armored warfare link module requires at least level 1 in Armored Warfare Specialist, which in turn requires level 5 in Armored Warfare.

Go to the Warfare_links guide for a detailed review of how these modules function.


Armored Warfare Specialist

Armored Warfare Link - Damage Control - reduces the capacitor need of armor repairers and remote armor repairers.

Armored Warfare Link - Passive Defense - increases the fleet's armor resistances.

Armored Warfare Link - Rapid Repair - increases the speed (i.e. reduces the duration) of armor repairers and remote armor repairers.


Information Warfare Specialist

Information Warfare Link - Electronic Superiority - increases the strength of electronic warfare modules.

Information Warfare Link - Recon Operation - increases the range of electronic warfare modules.

Information Warfare Link - Sensor Integrity - increases the sensor strengths of all ships in the fleet.


Mining Director

Mining Foreman Link - Harvester Capacitor Efficiency - reduces the capacitor need of mining lasers and gas & ice harvesters.

Mining Foreman Link - Laser Optimization - reduces the duration of mining lasers and gas & ice harvesters.

Mining Foreman Link - Mining Laser Field Enhancement - increases the range of mining lasers and gas & ice harvesters.


Siege Warfare Specialist

Siege Warfare Link - Active Shielding - increases the speed (i.e. reduces the duration) of shield boosters and shield transporters.

Siege Warfare Link - Shield Efficiency - reduces the capacitor need of shield boosters and shield transporters.

Siege Warfare Link - Shield Harmonizing - increases the fleet's shield resistances.


Skirmish Warfare Specialist

Skirmish Warfare Link - Evasive Maneuvers - reduces the signature radius of the fleet's ships.

Skirmish Warfare Link - Interdiction Maneuvers - increases the range of propulsion jamming modules.

Skirmish Warfare Link - Rapid Deployment - increases the speed of afterburner and microwarpdrive modules.


The final skill to cover in the Leadership section is Warfare Link Specialist, which increases the effectiveness of all warfare link and mining foreman modules by 10% per level.  Note that it does affect the mining modules as well, despite its name.  This skill is also a prerequisite for flying Command Ships.


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