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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 setup == | ||
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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. | 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|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. | [[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. | ||
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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]]--> | ||