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{{Incursions links}} | {{Incursions links}} | ||
= Fleet Structure in Incursions = | = Fleet Structure in Incursions = | ||
Below are a few examples of how you can setup the fleet | Below are a few examples of how you can setup the fleet. | ||
== Basic fleet setup == | |||
== Basic fleet | |||
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[[File:icon_down_green.png|16px|left|link=]]'''Fleet (13)'''<br> | [[File:icon_down_green.png|16px|left|link=]]'''Fleet (13)'''<br> | ||
[[File:icon_fleet_commander.png|16px|right|Fleet Commander | [[File:icon_fleet_commander.png|16px|right|Fleet Commander]]Fleet Commander {{co|slateblue|(warper)}} | ||
| rowspan="6" valign="top" | This is the basic fleet setup we use for our community. It offers good flexibility for additional support roles as well as convenient use of fleet functions. | | rowspan="6" valign="top" | This is the basic fleet setup we use for our community. It offers good flexibility for additional support roles as well as convenient use of fleet functions. | ||
* Two potential [[Roles in Incursions#Tagger|taggers]]. | * Two potential [[Roles in Incursions#Tagger|taggers]]. | ||
* Ability to utilize the [[Roles in Incursions#Wing Commander|Wing Commander]] to warp the entire fleet. | * Ability to utilize the [[Roles in Incursions#Wing Commander|Wing Commander]] or [[Roles in incursions#Fleet Commander|Fleet Commander]] to warp the entire fleet. | ||
* Squad and | * Squad, Wing, and Fleet Commanders can invite people to fleet, in addition to the [[Roles in Incursions#Waitlist manager|waitlist manager]] who's the fleet boss. | ||
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[[File:icon_down_green.png|16px|left|link=]]'''Wing (13)'''<br> | [[File:icon_down_green.png|16px|left|link=]]'''Wing (13)'''<br> | ||
: [[File:icon_wing_commander.png|16px|right|Wing Commander | : [[File:icon_wing_commander.png|16px|right|Wing Commander]]Wing Commander {{co|grey|(empty slot)}} | ||
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[[File:icon_down_green.png|16px|left|link=]]'''Ongrid Squad (10)''' | [[File:icon_down_green.png|16px|left|link=]]'''Ongrid Squad (10)''' | ||
: [[File:icon_squad_commander.png|16px|right|Squad Commander | : [[File:icon_squad_commander.png|16px|right|Squad Commander]]Squad Commander {{co|slateblue|(tagger)}} | ||
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[[File:icon_fleet_boss.png|16px|right|Fleet Boss | [[File:icon_fleet_boss.png|16px|right|Fleet Boss]]Squad Member {{co|slateblue|(waitlist manager)}}<br>Squad Members ... | ||
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[[File:icon_down_green.png|16px|left|link=]]'''Offgrid Squad (2)''' | [[File:icon_down_green.png|16px|left|link=]]'''Offgrid Squad (2)''' | ||
: [[File:icon_squad_commander.png|16px|right|Squad Commander | : [[File:icon_squad_commander.png|16px|right|Squad Commander]]Squad Commander {{co|slateblue|(scout/hacker)}} | ||
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Squad Member {{co|slateblue|(picket)}} | |||
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|} | |} | ||
== Fleet supporting multiple | <!-- | ||
== Fleet supporting multiple battleship roles == | |||
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| rowspan="9" valign="top" | By having a '''Fleet Commander''' you unlock the ability to give both Fleet and Wing Boosters to most of your fleet. This example is for a [[Nation Consolidation Network]]-capable fleet, but apart from the naming the same setup applies to any fleet as long as it stays within the limits of a single ongrid wing. | | rowspan="9" valign="top" | By having a '''Fleet Commander''' you unlock the ability to give both Fleet and Wing Boosters to most of your fleet. This example is for a [[Nation Consolidation Network]]-capable fleet, but apart from the naming the same setup applies to any fleet as long as it stays within the limits of a single ongrid wing. | ||
The most common use of this is to have both a | The most common use of this is to have both a Armor/Skirmish booster (with the Republic Fleet Warfare Mindlink implant) as well as a Armour/Information booster (with the Imperial Navy Warfare Mindlink implant), so you can get perfect boosts for both. Preferably you put the Siege/Skirmish booster as your Wing Booster to make sure that everyone gets the defensive bonuses, then the Armour/Information booster in the Fleet Command position (remember that the Wing Commander won't get his boosts). | ||
* More flexibility in adding multiple offgrid boosters. | * More flexibility in adding multiple offgrid boosters. | ||
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Squad Member {{co|slateblue|(picket)}} | Squad Member {{co|slateblue|(picket)}} | ||
|} | |} | ||
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= Improving fleet efficiency = | = Improving fleet efficiency = | ||
Command Bursts and utility modules offer tremendous effects for a fleet, easily capable of increasing efficiency for individual pilots or the entire fleet. Be that by pushing range of certain modules past a critical threshold to fleet-wide increases that allow you to operate effectively with fewer people, or simply be that much stronger with the people you already have. | |||
Below are lists of skills required for and the effects of | Below are lists of skills required for and the effects of command bursts, stacking penalties for webs, and various utility modules and their effects. | ||
== | == Command Bursts == | ||
[[Command Bursts|Command bursts]] are immensely powerful modules that improves the efficiency of ever single ship that receives their boosts. The bursts themselves boost anything from armour and shield defenses, efficiency of remote repairs, electronic warfare, propulsion modules, locking ranges to reducing the signature radius of ships and making them harder to jam. | |||
The combination of several | The combination of several bursts can create very powerful effects, like making logistics capable of operating with twice the efficiency thanks to the boosts. The combination of increased resists, reduced signature, faster cycle times etc all adds up. | ||
Even single | Even single burst can be tremendously useful, like the skirmish burst boosting web range making it possible to use webs efficiently, or information bursts increasing locking range thus giving most snipers enough locking range without fitting a single sensor booster. | ||
=== Relevant skills === | === Relevant skills === | ||
Below are the skills required to become an incursion booster. If you're only going to use one implant, it's enough to train just two of the specialization skills. The '''Fleet Command''' skills aren't strictly needed for | Below are the skills required to become an incursion booster. If you're only going to use one implant, it's enough to train just two of the specialization skills. The '''Fleet Command''' skills aren't strictly needed for Vanguard fleets as the ships are always in a tight clump, but are useful for Headquarters fleets where ships will spread out a lot more. | ||
If you want to go for a truly perfect booster you'll need to train all four specialization skills as well as taking fleet command to V. You'll also need [[Jump Clones|jump clones]] so you can setup the appropriate mindlink implant clones. | If you want to go for a truly perfect booster you'll need to train all four specialization skills as well as taking fleet command to V. You'll also need [[Jump Clones|jump clones]] so you can setup the appropriate mindlink implant clones. | ||
{| class="wikitable" style="font-size:90%;" | {| class="wikitable" style="font-size:90%;" | ||
! style="background:#222222;" | [[File:Warfare-links.png|24px|link=|Warfare Gang Links]] | ! style="background:#222222;" | [[File:Warfare-links.png|24px|link=|Warfare Gang Links]] Command Bursts | ||
<!-- ! Strategic cruisers --> | <!-- ! Strategic cruisers --> | ||
! style="background:#222222;" | [[File:icon_ship_other.png|24px|Command Ships]] Command Ships | ! style="background:#222222;" | [[File:icon_ship_other.png|24px|Command Ships]] Command Ships | ||
! style="background:#222222;" | [[File:icon_implant_mindlink_faction.png|24px|Warfare Mindlink implant]] | ! style="background:#222222;" | [[File:icon_implant_mindlink_faction.png|24px|Warfare Mindlink implant]] Command Mindlink implants | ||
! style="background:#222222;" | [[File:icon_fleet.png|24px|Fleet Command skills]] {{co|grey|Fleet Command}} | ! style="background:#222222;" | [[File:icon_fleet.png|24px|Fleet Command skills]] {{co|grey|Fleet Command}} | ||
|- valign="top" | |- valign="top" | ||
| style="padding:8px;" | | | style="padding:8px;" | | ||
Leadership V<br> | Leadership V<br> | ||
Armored | Armored Command V<br> | ||
Information | Information Command V<br> | ||
Shield Command V<br> | |||
Skirmish | Skirmish Command V<br> | ||
<primary> | <primary> Command Specialist V<br> | ||
<secondary> | <secondary> Command Specialist V | ||
<!-- Removing strategic cruisers for now, since they are inferior. | <!-- Removing strategic cruisers for now, since they are inferior. | ||
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Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that the Command Ships are slightly better than Strategic Cruisers and have a much easier time fitting 6-7 links while fielding a decent tank (to ward off suicide gankers). | Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that the Command Ships are slightly better than Strategic Cruisers and have a much easier time fitting 6-7 links while fielding a decent tank (to ward off suicide gankers). | ||
The following will assume you have all the relevant skills trained to V and using tech two gang links, then show the difference between the various ships with or without (numbers in parenthesis) the appropriate mindlink implant. You can read more about | The following will assume you have all the relevant skills trained to V and using tech two gang links, then show the difference between the various ships with or without (numbers in parenthesis) the appropriate mindlink implant. You can read more about command bursts and the details on the [[Command Bursts]] page. | ||
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While [[stacking penalties]] apply to both these type of modules, their bonuses are higher than local modules, so they put themselves on top of the stacking hierarchy. So while the bonuses might not be as high as this table indicates, they are still very effective in boosting individual fleet members. The exception is when you have unscripted modules, then they end up last in the stacking hierarchy due to being lower than the local variant. | While [[stacking penalties]] apply to both these type of modules, their bonuses are higher than local modules, so they put themselves on top of the stacking hierarchy. So while the bonuses might not be as high as this table indicates, they are still very effective in boosting individual fleet members. The exception is when you have unscripted modules, then they end up last in the stacking hierarchy due to being lower than the local variant. | ||
[[Category:Fleets]] | <!--[[Category:Fleets]]--> | ||