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Fleet setup in Incursions: Difference between revisions

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{{Update|Possible rewrite needed due to [http://updates.eveonline.com/date/2016-11-15/ Ascension] changes}}
{{Incursions links}}
{{Incursions links}}
= Fleet Structure in Incursions =
== Fleet Structure in Incursions ==
Below are a few examples of how you can setup the fleet. Remember that each command position unlocks the use of a booster, but is not limited to being the booster themselves.
Below are a few examples of how you can setup the fleet. Remember that each command position unlocks the use of a booster, but is not limited to being the booster themselves.


Also if you assign someone other than the commander to be the booster, remember that you need to reset all booster roles below that for the chain to initiate correctly. So for example, everytime you set or change a Wing Booster, revoke and reset all Squad Boosters. If you change the Fleet Booster you'll have to reset everything else, Wing Boosters first, then all Squad Boosters.
Also if you assign someone other than the commander to be the booster, remember that you need to reset all booster roles below that for the chain to initiate correctly. So for example, everytime you set or change a Wing Booster, revoke and reset all Squad Boosters. If you change the Fleet Booster you'll have to reset everything else, Wing Boosters first, then all Squad Boosters.


== Basic fleet supporting a single wing booster ==
=== Basic fleet setup ===
{| class="wikitable" style="font-size:90%;"
{| class="wikitable"
|-   
|-  style="background-color: var(--background-color-warning-subtle);"
! width="272" style="background:#222222;" | Fleet structure
! Fleet structure
! style="background:#222222;" | Description
! Description
|- valign="top"
|-
| nowrap |  
| style="white-space: nowrap;" |  
[[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 (Fleet Command is not needed unless you fill the position)]]Fleet Commander {{co|grey|(empty slot)}}
: [[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" style="vertical-align: 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 Wing Commanders can invite people to fleet, in addition to the [[Roles in Incursions#Waitlist manager|waitlist manager]] who's the fleet boss.
* 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.
* Booster won't automatically get boss if someone leaves.
* Everyone gets the wing boosts.
* Only requires one person with '''Wing Command II''' (Wing Commander) and another with '''Leadership V''' (Squad Commander of the ongrid squad).


This setup can easily be expanded by putting a secondary booster in the '''Fleet Command''' position and add more squads to transition into an assault or headquarters fleet.
|-
|-
| nowrap style="padding-left:15px;" |
| style="padding-left: 15px; white-space: nowrap;" |
[[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 (Wing Command II required for two squads)]]Wing Commander {{co|slateblue|(warper and tagger)}}
: [[File:icon_wing_commander.png|16px|right|Wing Commander]]Wing Commander {{co|grey|(empty slot)}}
|-
|-
| nowrap style="padding-left:30px;" |
| style="padding-left: 30px; white-space: nowrap;" |
[[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 (Leadership V required)]]Squad Commander {{co|slateblue|(tagger)}}
: [[File:icon_squad_commander.png|16px|right|Squad Commander]]Squad Commander {{co|slateblue|(tagger)}}
|-
|-
| nowrap style="padding-left:70px;" |
| style="padding-left: 70px; white-space: nowrap;" |
[[File:icon_fleet_boss.png|16px|right|Fleet Boss (no leadership skills needed)]]Squad Member {{co|slateblue|(waitlist manager)}}<br>Squad Members ...
[[File:icon_fleet_boss.png|16px|right|Fleet Boss]]Squad Member {{co|slateblue|(waitlist manager)}}<br>Squad Members ...
|-
|-
| nowrap style="padding-left:30px; background:#111111; font-style:italic;" |
| style="padding-left: 30px; background-color: var(--background-color-warning-subtle); white-space: nowrap; font-style :italic;" |
[[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 (no leadership skills needed)]]Squad Commander {{co|slateblue|(scout/hacker)}}
: [[File:icon_squad_commander.png|16px|right|Squad Commander]]Squad Commander {{co|slateblue|(scout/hacker)}}
|-
| valign="top" nowrap style="padding-left:70px; background:#111111; font-style:italic;" |
[[File:icon_wing_booster.png|16px|right|Wing Booster (no leadership skills needed)]]Squad Member {{co|slateblue|(wing booster)}}<br>Squad Member {{co|slateblue|(picket)}}
|-
|-
| style="padding-left: 70px; background-color: var(--background-color-warning-subtle); vertical-align: top; white-space: nowrap; font-style:italic;" |
Squad Member {{co|slateblue|(picket)}}
|}
|}


== Fleet supporting multiple boosters ==
<!--
{| class="wikitable" style="font-size:90%;"
=== Fleet supporting multiple battleship roles ===
|-   
{| class="wikitable"
! width="272" style="background:#222222;" | Fleet structure
|-  style="background-color: var(--background-color-warning-subtle);"
! style="background:#222222;" | Description
! Fleet structure
|- valign="top"
! Description
| nowrap style="font-style:italic; background:#111111;" |  
|-
| style=" background-color: var(--background-color-warning-subtle); white-space: nowrap; font-style: italic;" |  
[[File:icon_down_green.png|16px|left|link=]]'''Fleet (25)'''<br>
[[File:icon_down_green.png|16px|left|link=]]'''Fleet (25)'''<br>
<span style="float:right;">[[File:icon_fleet_booster.png|16px|Fleet Booster (Fleet Command I or II needed depending on how many wings you have)]]&nbsp;[[File:icon_fleet_commander.png|16px|Fleet Commander (Fleet Command I or II needed depending on how many wings you have)]]</span>Fleet Commander {{co|slateblue|(fleet booster)}}
<span style="float:right;">[[File:icon_fleet_booster.png|16px|Fleet Booster (Fleet Command I or II needed depending on how many wings you have)]]&nbsp;[[File:icon_fleet_commander.png|16px|Fleet Commander (Fleet Command I or II needed depending on how many wings you have)]]</span>Fleet Commander {{co|slateblue|(fleet booster)}}
| 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" style="vertical-align: 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 Siege/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).
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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** Move brawlers, snipers and strategic cruisers into separate squads.
** Move brawlers, snipers and strategic cruisers into separate squads.
* Minimum for a headquarter fleet would be '''Wing Command IV''', as you'll need up to 40 people in the ongrid wing.
* Minimum for a headquarter fleet would be '''Wing Command IV''', as you'll need up to 40 people in the ongrid wing.
|-
|-
| nowrap style="padding-left:15px;" |
| style="padding-left: 15px; white-space: nowrap;" |
[[File:icon_down_green.png|16px|left|link=]]'''Ongrid Wing (23)'''<br>
[[File:icon_down_green.png|16px|left|link=]]'''Ongrid Wing (23)'''<br>
: [[File:icon_wing_commander.png|16px|right|Wing Commander (Wing Command II required for two squads)]]Wing Commander {{co|slateblue|(warper and tagger)}}
: [[File:icon_wing_commander.png|16px|right|Wing Commander (Wing Command II required for two squads)]]Wing Commander {{co|slateblue|(warper and tagger)}}
|-
|-
| nowrap style="padding-left:30px;" |
| style="padding-left: 30px white-space: nowrap;;" |
[[File:icon_down_green.png|16px|left|link=]]'''Battleship Squad (10)'''
[[File:icon_down_green.png|16px|left|link=]]'''Battleship Squad (10)'''
: [[File:icon_squad_commander.png|16px|right|Squad Commander (Leadership V required)]]Squad Commander {{co|slateblue|(tagger)}}
: [[File:icon_squad_commander.png|16px|right|Squad Commander (Leadership V required)]]Squad Commander {{co|slateblue|(tagger)}}
|-
|-
| nowrap style="padding-left:70px;" |
| style="padding-left: 70px; white-space: nowrap;" |
[[File:icon_fleet_boss.png|16px|right|Fleet Boss (no leadership skills needed)]]Squad Member {{co|slateblue|(waitlist manager)}}<br>Squad Members {{co|lightgreen|(snipers)}}<br>Squad Members {{co|lightgreen|(brawlers)}}
[[File:icon_fleet_boss.png|16px|right|Fleet Boss (no leadership skills needed)]]Squad Member {{co|slateblue|(waitlist manager)}}<br>Squad Members {{co|lightgreen|(snipers)}}<br>Squad Members {{co|lightgreen|(brawlers)}}
|-
|-
| nowrap style="padding-left:30px;" |
| style="padding-left: 30px; white-space: nowrap;" |
[[File:icon_down_green.png|16px|left|link=]]'''Logistics/Cruiser Squad (10)'''
[[File:icon_down_green.png|16px|left|link=]]'''Logistics/Cruiser Squad (10)'''
: [[File:icon_squad_commander.png|16px|right|Squad Commander (Leadership V required)]]Squad Commander {{co|slateblue|(tagger)}}
: [[File:icon_squad_commander.png|16px|right|Squad Commander (Leadership V required)]]Squad Commander {{co|slateblue|(tagger)}}
|-
|-
| nowrap style="padding-left:70px;" |
| style="padding-left: 70px;  white-space: nowrap;" |
[[File:icon_wing_booster.png|16px|right|Wing Booster (no leadership skills needed)]]Squad Member {{co|slateblue|(wing booster)}}<br>Squad Members {{co|lightgreen|(logistics)}}<br>Squad Members {{co|lightgreen|(cruisers)}}
[[File:icon_wing_booster.png|16px|right|Wing Booster (no leadership skills needed)]]Squad Member {{co|slateblue|(wing booster)}}<br>Squad Members {{co|lightgreen|(logistics)}}<br>Squad Members {{co|lightgreen|(cruisers)}}
|-
|-
| nowrap style="padding-left:15px; font-style:italic; background:#111111;" |
| style="padding-left: 15px; background-color: var(--background-color-warning-subtle); white-space: nowrap; font-style: italic;" |
[[File:icon_down_green.png|16px|left|link=]]'''Offgrid Wing (1)'''<br>
[[File:icon_down_green.png|16px|left|link=]]'''Offgrid Wing (1)'''<br>
: [[File:icon_wing_commander.png|16px|right|Wing Commander (no leadership skills needed)]]Wing Commander {{co|slateblue|(scout/hacker)}}
: [[File:icon_wing_commander.png|16px|right|Wing Commander (no leadership skills needed)]]Wing Commander {{co|slateblue|(scout/hacker)}}
|-
|-
| valign="top" nowrap style="padding-left:30px; font-style:italic; background:#111111;" |
| style="padding-left: 30px; background-color: var(--background-color-warning-subtle); white-space: nowrap; font-style:italic;" |
[[File:icon_down_green.png|16px|left|link=]]'''Offgrid Squad (1)'''
[[File:icon_down_green.png|16px|left|link=]]'''Offgrid Squad (1)'''
: [[File:icon_squad_commander.png|16px|right|Squad Commander (no leadership skills needed)]]Squad Commander {{co|grey|(empty slot)}}
: [[File:icon_squad_commander.png|16px|right|Squad Commander (no leadership skills needed)]]Squad Commander {{co|grey|(empty slot)}}
|-
|-
| valign="top" nowrap style="padding-left:70px; font-style:italic; background:#111111;" |
| style="padding-left: 70px; background-color: var(--background-color-warning-subtle); white-space: nowrap; font-style:italic;" |
Squad Member {{co|slateblue|(picket)}}
Squad Member {{co|slateblue|(picket)}}
|}
|}
-->


== Fallback solution if you're lacking leadership ==
== Improving fleet efficiency ==
{| class="wikitable" style="font-size:90%;"
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.
|- 
! width="265" style="background:#222222;" | Fleet structure
! style="background:#222222;" | Description
|- valign="top"
| nowrap style="font-style:italic; background:#111111;" |
[[File:icon_down_green.png|16px|left|link=]]'''Fleet (25)'''<br><span style="float:right;">[[File:icon_fleet_booster.png|16px|Fleet Booster (Fleet Command I or II needed depending on how many wings you have)]]&nbsp;[[File:icon_fleet_commander.png|16px|Fleet Commander (Fleet Command I or II needed depending on how many wings you have)]]</span>Fleet Commander {{co|slateblue|(fleet booster)}}
| rowspan="4" valign="top" | If you lack people with '''Wing Command II''' or more, or simply cannot afford to let the Wing Commander lose the fleet boosts, you could always resort to sticking with a normal setup like this.


* Everyone receives boosts from both boosters (fleet booster is optional).
Below are lists of skills required for and the effects of command bursts, stacking penalties for webs, and various utility modules and their effects.
* '''Leadership III - IV''' is enough in vanguards, as you could split the fleet over two different squads (8 + 2 for dps and logi or 6 + 5)
* '''Leadership V''' needed on 2 - 4 people for assaults and headquarters.
* Limited to 10 people on grid and a single tagger in vanguards unless you use multiple squads.
* Each squad commander needs to warp their own squads.
|-
| nowrap style="padding-left:15px; background:#111111;" |
[[File:icon_down_green.png|16px|left|link=]]'''Ongrid Wing (23)'''<br><span style="float:right;">[[File:icon_wing_booster.png|16px|Wing Booster (Wing Command II or III needed depending on how many squads you have)]]&nbsp;[[File:icon_wing_commander.png|16px|Wing Commander (Wing Command II or III needed depending on how many squads you have)]]</span>
: ''Wing Commander {{co|slateblue|(wing booster)}}''
|-
| nowrap style="padding-left:30px;" |
[[File:icon_down_green.png|16px|left|link=]]'''Ongrid Squad (10)'''
: [[File:icon_squad_commander.png|16px|right|Squad Commander (Leadership V required)]]Squad Commander {{co|slateblue|(tagger)}}
|-
| nowrap style="padding-left:70px;" |
Squad Members ...
|}


= Improving fleet efficiency =
=== Command Bursts ===
Gang links 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|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.


Below are lists of skills required for and the effects of gang links, stacking penalties for webs and various utility modules and their effects.
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.
== Warfare Links ==
Gang links, or so called ''"warfare links"'', are immensely powerful modules that improves the efficiency of ever single ship that receives their boosts. The links themselves boosts 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 links 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 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.


Even single links can be tremendously useful, like the skirmish link boosting web range making it possible to use webs efficiently, or the information warfare link 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 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.
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 one-boost setups, as you'll never be in the actual Wing Command position. But if you want to be use a two-boost setup one of the boosters will need to have those skills trained.


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="background:#222222;" | [[File:Warfare-links.png|24px|link=|Warfare Gang Links]] Warfare Gang Links
|- style="background-color: var(--background-color-warning-subtle);"
! [[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
! [[File:icon_ship_other.png|24px|Command Ships]] Command Ships
! style="background:#222222;" | [[File:icon_implant_mindlink_faction.png|24px|Warfare Mindlink implant]] Warfare Mindlink implants
! [[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}}
! [[File:icon_fleet.png|24px|Fleet Command skills]] {{co|grey|Fleet Command}}
|- valign="top"
|- style="vertical-align: top; white-space: nowrap;"
| style="padding:8px;" |
| Leadership V<br>
Leadership V<br>
Armored Command V<br>
Armored Warfare V<br>
Information Command V<br>
Information Warfare V<br>
Shield Command V<br>
Siege Warfare V<br>
Skirmish Command V<br>
Skirmish Warfare V<br>
<primary> Command Specialist V<br>
<primary> Warfare Specialist V<br>
<secondary> Command Specialist V
<secondary> Warfare Specialist V
<!-- Removing strategic cruisers for now, since they are inferior.
<!-- Removing strategic cruisers for now, since they are inferior.
| style="padding:8px;" |
| Mechanics V<br>
Mechanics V<br>
Electronics V<br>
Electronics V<br>
Engineering V<br>
Engineering V<br>
Line 177: Line 147:
<racial> Defensive Subsystem V
<racial> Defensive Subsystem V
-->
-->
| style="padding:8px;" |
| Spaceship Command V<br>
Spaceship Command V<br>
<racial> Frigate III<br>
<racial> Frigate III<br>
<racial> Destroyer III<br>
<racial> Destroyer III<br>
Line 184: Line 153:
<racial> Battlecruisers V<br>
<racial> Battlecruisers V<br>
Command Ships V
Command Ships V
| style="padding:8px;" |
| Science III<br>
Science III<br>
Cybernetics V<br>
Cybernetics V<br>
<primary> Warfare Specialist V<br>
<primary> Warfare Specialist V<br>
<secondary> Warfare Specialist V
<secondary> Warfare Specialist V
| style="padding:8px;" |
| {{co|grey|Wing Command V}}<br>
{{co|grey|Wing Command V}}<br>
{{co|grey|Fleet Command II}}
{{co|grey|Fleet Command II}}
|}
|}


=== Command Ships vs Strategic Cruisers ===
<!-- section needs to be completely redone for new command burst mechanics
==== Command Ships vs Strategic Cruisers ====
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 warfare links and the details on the [[warfare links]] page.
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.
{| class="wikitable" style="font-size:90%;"  
{| class="wikitable" style="font-size:90%;" style="text-align: center;"
|- align="center"
|-
! rowspan=2 | Type of Ship
! rowspan=2 | Type of Ship
! colspan=2 | Skirmish Links
! colspan=2 | Skirmish Links
! colspan=2 | Armor/Siege Links
! colspan=2 | Armor/Siege Links
! rowspan=2 | Practical effects (bonus with correct implant):
! rowspan=2 | Practical effects (bonus with correct implant):
|- style="background:#222222;" align="center"
|- style="background-color: var(--background-color-warning-subtle);"
| Web range
| Web range
| Signature
| Signature
| Resists
| Resists
| Cycle & cap
| Cycle & cap
|- align="center"
|-
| [[Claymore]] (siege, skirmish)<br>[[Astarte]] (armor, skirmish)
| [[Claymore]] (siege, skirmish)<br>[[Astarte]] (armor, skirmish)
| +27.6%<br>(+34.5%)
| +27.6%<br>(+34.5%)
Line 215: Line 183:
| +20.7%<br>(+25.88%)
| +20.7%<br>(+25.88%)
| -20.7%<br>(-25.88%)
| -20.7%<br>(-25.88%)
| align="left"| Federation webs go from 14km to 17.86 km (18.83 km).<br>True Sansha webs go from 15 km to 19.14 km (20.18 km).<br>Meta 4 reps go from 5 sec to 4 sec (3.7 sec).<br>Tech 2 reps go from 4.5 to 3.6 sec (3.3 sec).
| style="text-align: left;" | Federation webs go from 14km to 17.86 km (18.83 km).<br>True Sansha webs go from 15 km to 19.14 km (20.18 km).<br>Meta 4 reps go from 5 sec to 4 sec (3.7 sec).<br>Tech 2 reps go from 4.5 to 3.6 sec (3.3 sec).
|- align="center"
|-
| [[Damnation]] (armor, information)<br>[[Vulture]] (siege, information)
| [[Damnation]] (armor, information)<br>[[Vulture]] (siege, information)
| +24%<br>(+30%)
| +24%<br>(+30%)
Line 222: Line 190:
| +20.7%<br>(+25.88%)
| +20.7%<br>(+25.88%)
| -20.7%<br>(-25.88%)
| -20.7%<br>(-25.88%)
| align="left"| Federation webs go from 14km to 17.36 km (18.20 km).<br>True Sansha webs go from 15 km to 18.60 km (19.50 km).<br>Meta 4 reps go from 5 sec to 4 sec (3.7 sec).<br>Tech 2 reps go from 4.5 to 3.6 sec (3.3 sec).
| style="text-align: left;" | Federation webs go from 14km to 17.36 km (18.20 km).<br>True Sansha webs go from 15 km to 18.60 km (19.50 km).<br>Meta 4 reps go from 5 sec to 4 sec (3.7 sec).<br>Tech 2 reps go from 4.5 to 3.6 sec (3.3 sec).
|- align="center"
|-
| [[Loki]] (skirmish, siege, armor)<br>[[Legion]] (armor, information, skirmish)<br>[[Tengu]] (siege, information, skirmish)<br>[[Proteus]] (armor, skirmish, information)
| [[Loki]] (skirmish, siege, armor)<br>[[Legion]] (armor, information, skirmish)<br>[[Tengu]] (siege, information, skirmish)<br>[[Proteus]] (armor, skirmish, information)
| +26.4%<br>(+33%)
| +26.4%<br>(+33%)
Line 229: Line 197:
| +19.8%<br>(+24.75%)
| +19.8%<br>(+24.75%)
| -19.8%<br>(-24.75%)
| -19.8%<br>(-24.75%)
| align="left"|  Federation webs go from 14 km to 17.70 km (18.62 km).<br>True Sansha webs go from 15 km to 18.96 km (19.95 km).<br>Meta 4 reps go from 5 sec to 4 sec (3.8 sec).<br>Tech 2 reps go from 4.5 to 3.6 sec (3.4 sec).
| style="text-align: left;" |  Federation webs go from 14 km to 17.70 km (18.62 km).<br>True Sansha webs go from 15 km to 18.96 km (19.95 km).<br>Meta 4 reps go from 5 sec to 4 sec (3.8 sec).<br>Tech 2 reps go from 4.5 to 3.6 sec (3.4 sec).
|}
|}
 
-->
== Bonused webs and stacking ==
=== Bonused webs and stacking ===
The primary percentage is from using a 60% base reduction web, like the Federation Navy Stasis Webifier and the percentages in {{co|grey|grey text}} is for 55% base reduction webs, like the True Sansha Stasis Webifier.
The primary percentage is from using a 60% base reduction web, like the Federation Navy Stasis Webifier and the percentages in {{co|grey|grey text}} is for 55% base reduction webs, like the True Sansha Stasis Webifier.


Velocity bonused ships like the '''Vindicator''', or any of the [[Serpentis#Unique Ships|Serpentis]] shiplines, have a 50% stronger reduction in speed. This leads to velocity reductions of 90% and 82,5% respectively for the two faction webs. The practical differences of different web types and bonuses are enormous.
Velocity bonused ships like the [[Vindicator]], or any of the [[Serpentis#Unique Ships|Serpentis]] shiplines, have a 50% stronger reduction in speed. This leads to velocity reductions of 90% and 82,5% respectively for the two faction webs. The practical differences of different web types and bonuses are enormous.
{| class="wikitable" style="font-size:90%;"
{| class="wikitable" style="text-align: center;"
! rowspan=2 style="background-color:#222222;" | Type of ship<br>[[File:icon_ship.png|24px|link=]]
|- style="background-color: var(--background-color-warning-subtle);"
! colspan=6 style="background-color:#222222;" align="center" | Effective speed for webbed targets with stacking
! rowspan=2 | Type of ship<br>[[File:icon_ship.png|24px|link=]]
| rowspan=2 style="background-color:#222222;" align="center" | '''Practical effects of multiple webs'''<br>''(Given a base speed of 1000 m/s)''
! colspan=6 | Effective speed for webbed targets with stacking
|- style="background-color:#111111;" align="center"
| rowspan=2 | '''Practical effects of multiple webs'''<br>''(Given a base speed of 1000 m/s)''
|- style="background-color: var(--background-color-warning-subtle);text-align: center;"
| [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 1</small>
| [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 1</small>
| [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 2</small>
| [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 2</small>
Line 247: Line 216:
| [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 5</small>
| [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 5</small>
| [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 6</small>
| [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 6</small>
|- align="center"
|-
| nowrap | '''Vindicator'''
| '''Vindicator'''
| 10,00%<br>{{co|grey|17,50%}}
| 10,00%<br>{{co|grey|17,50%}}
| 2,18%<br>{{co|grey|4,95%}}
| 2,18%<br>{{co|grey|4,95%}}
Line 255: Line 224:
| 0,71%<br>{{co|grey|1,83%}}
| 0,71%<br>{{co|grey|1,83%}}
| 0,69%<br>{{co|grey|1,79%}}
| 0,69%<br>{{co|grey|1,79%}}
| align="left" | Federation reduce speed to 100, 22, 11 and 8 m/s.<br>{{co|grey|True Sansha reduce speed to 175, 50, 26 and 20 m/s.}}
| style="text-align: left;" | Federation reduce speed to 100, 22, 11 and 8 m/s.<br>{{co|grey|True Sansha reduce speed to 175, 50, 26 and 20 m/s.}}
|- align="center"
|-
| nowrap | Unbonused
| Unbonused
| 40,00%<br>{{co|grey|45,00%}}
| 40,00%<br>{{co|grey|45,00%}}
| 19,14%<br>{{co|grey|23,49%}}
| 19,14%<br>{{co|grey|23,49%}}
Line 264: Line 233:
| 9,78%<br>{{co|grey|12,81%}}
| 9,78%<br>{{co|grey|12,81%}}
| 9,61%<br>{{co|grey|12,60%}}
| 9,61%<br>{{co|grey|12,60%}}
| align="left" | Federation reduce speed to 400, 191, 126 and 104 m/s.<br>{{co|grey|True Sansha reduce speed to 450, 235, 161 and 136 m/s.}}
| style="text-align: left;" | Federation reduce speed to 400, 191, 126 and 104 m/s.<br>{{co|grey|True Sansha reduce speed to 450, 235, 161 and 136 m/s.}}
|}
|}
Due to [[stacking penalties]] it's impossible for a non-bonused ship to get anywhere near the same result as two bonused webs, no matter how many webs they use. And while the True Sansha variant on a bonused ship can match the power of two Federation webs, it too falls short and cannot possibly match three.
Due to [[stacking penalties]] it's impossible for a non-bonused ship to get anywhere near the same result as two bonused webs, no matter how many webs they use. And while the True Sansha variant on a bonused ship can match the power of two Federation webs, it too falls short and cannot possibly match three.


== Remote tracking computers and sensor boosters ==
=== Remote tracking computers and sensor boosters ===
Both remote tracking computers and sensor boosters can be a tremendous asset to your fleet. See [[Anatomy of Incursions#Making the most out of remote tracking computers and remote sensor boosters|Anatomy of Incursions]] for more information about how best to spread these among your fleet members.
Both remote tracking computers and sensor boosters can be a tremendous asset to your fleet. See [[Anatomy of Incursions#Making the most out of remote tracking computers and remote sensor boosters|Anatomy of Incursions]] for more information about how best to spread these among your fleet members.


; [[File:icon_tracking_computer_i.png|32px|Remote tracking computer]] Remote tracking computers
; [[File:icon_tracking_computer_i.png|32px|Remote tracking computer]] Remote tracking computers
Remote tracking computers are extremely useful to push the range on weapons or give battleships a much needed boost to their tracking. Worth noting is that a max skilled '''Scimitar''' pilot gets a 50% bonus to remote tracking computer efficiency and range, which combined with the stronger Shadow Serpentis or Federation Navy variants make quite a difference.
Remote tracking computers are extremely useful to push the range on weapons or give battleships a much needed boost to their tracking. Worth noting is that a max skilled pilot gets a 50% bonus to remote tracking computer efficiency and range, which combined with the stronger Shadow Serpentis or Federation Navy variants make quite a difference.
{| class="wikitable" style="font-size:90%;"  
{| class="wikitable" style="text-align: center;"
! style="background-color:#222222;" rowspan=2 | Remote tracking<br>computers
|- style="background-color: var(--background-color-warning-subtle);"
! style="background-color:#222222;" colspan=3 | Scripted
! rowspan=2 | Remote tracking<br>computers
! style="background-color:#222222;" colspan=3 | Unscripted
! colspan=3 | Scripted
! style="background-color:#222222;" rowspan=2 | Type of module
! colspan=3 | Unscripted
|- style="background:#111111;" align="center"  
! rowspan=2 | Type of module
|- style="background-color: var(--background-color-warning-subtle); text-align: center;"  
| Tracking
| Tracking
| Optimal
| Optimal
Line 285: Line 255:
| Optimal
| Optimal
| Falloff
| Falloff
|- align="center"
|-
| '''Scimitar'''
| '''Scimitar'''
| +52,5%<br>{{co|grey|+45%}}
| +52,5%<br>{{co|grey|+45%}}
Line 293: Line 263:
| +12%<br>{{co|grey|+11,25%}}
| +12%<br>{{co|grey|+11,25%}}
| +24%<br>{{co|grey|+22,5%}}
| +24%<br>{{co|grey|+22,5%}}
| align="left" | '''Shadow Serpentis''' or '''Federation Navy'''<br>{{co|grey|Remote Tracking Computer II}}
| style="text-align: left;" | '''Shadow Serpentis''' or '''Federation Navy'''<br>{{co|grey|Remote Tracking Computer II}}
|- align="center"
|-
| Unbonused
| Unbonused
| +35%<br>{{co|grey|+30%}}
| +35%<br>{{co|grey|+30%}}
Line 302: Line 272:
| +8%<br>{{co|grey|+7,5%}}
| +8%<br>{{co|grey|+7,5%}}
| +16%<br>{{co|grey|+15%}}
| +16%<br>{{co|grey|+15%}}
| align="left" | '''Shadow Serpentis''' or '''Federation Navy'''<br>{{co|grey|Remote Tracking Computer II}}
| style="text-align: left;" | '''Shadow Serpentis''' or '''Federation Navy'''<br>{{co|grey|Remote Tracking Computer II}}
|}
|}
; [[File:Icon sensor resolution.png|32px|Remote Sensor Booster]] Remote sensor boosters
; [[File:Icon sensor resolution.png|32px|Remote Sensor Booster]] Remote sensor boosters
Remote sensor boosters aren't quite as good, but can still be useful to boost a battleship's scan resolution, allowing them to actually lock frigates in time or push targeting range for snipers. None of the ships used for incursions have a bonus to remote sensor boosters however.
Remote sensor boosters aren't quite as good in general, but can still be useful to boost a battleship's scan resolution, allowing them to actually lock frigates in time or push targeting range for snipers. Bringing Remote Sensor Boosters in a fleet can allow a Vindicator to forego any local sensor booster in favour of additional webs. None of the ships used for incursions have a bonus to remote sensor boosters.
{| class="wikitable" style="font-size:90%;"  
{| class="wikitable"style="text-align: center;"
! style="background-color:#222222;" rowspan=2 | Remote sensor boosters
|- style="background-color: var(--background-color-warning-subtle);"
! style="background-color:#222222;" colspan=2 | Scripted
! rowspan=2 | Remote sensor boosters
! style="background-color:#222222;" colspan=2 | Unscripted
! colspan=2 | Scripted
|- style="background:#111111;" align="center"  
! colspan=2 | Unscripted
|- style="background-color: var(--background-color-warning-subtle);"  
| Scan Resolution
| Scan Resolution
| Targeting Range
| Targeting Range
Line 316: Line 287:
| Targeting Range
| Targeting Range
|- align="center"
|- align="center"
| align="left" nowrap | Remote Sensor Booster II
| style="text-align: left; white-space; nowrap;" | Remote Sensor Booster II
| +66%
| +66%
| +81%
| +81%
| +33%
| +33%
| +40,5%
| +40,5%
|- align="center"
|-
| align="left" nowrap | {{co|grey|F-23 Reciprocal Remote Sensor Booster}}
| style="text-align: left; white-space; nowrap;" | {{co|grey|F-23 Reciprocal Remote Sensor Booster}}
| {{co|grey|+64%}}
| {{co|grey|+64%}}
| {{co|grey|+76%}}
| {{co|grey|+76%}}
Line 329: Line 300:
|}
|}
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]]

Latest revision as of 12:12, 21 June 2025

Fleet Structure in Incursions

Below are a few examples of how you can setup the fleet. Remember that each command position unlocks the use of a booster, but is not limited to being the booster themselves.

Also if you assign someone other than the commander to be the booster, remember that you need to reset all booster roles below that for the chain to initiate correctly. So for example, everytime you set or change a Wing Booster, revoke and reset all Squad Boosters. If you change the Fleet Booster you'll have to reset everything else, Wing Boosters first, then all Squad Boosters.

Basic fleet setup

Fleet structure Description
Fleet (13)
Fleet Commander
Fleet Commander
Fleet Commander (warper)
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.
Wing (13)
Wing Commander
Wing Commander
Wing Commander (empty slot)
Ongrid Squad (10)
Squad Commander
Squad Commander
Squad Commander (tagger)
Fleet Boss
Fleet Boss
Squad Member (waitlist manager)
Squad Members ...
Offgrid Squad (2)
Squad Commander
Squad Commander
Squad Commander (scout/hacker)

Squad Member (picket)


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 command bursts, stacking penalties for webs, and various utility modules and their effects.

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 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 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

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 so you can setup the appropriate mindlink implant clones.

Warfare Gang Links Command Bursts Command Ships Command Ships Warfare Mindlink implant Command Mindlink implants Fleet Command skills Fleet Command
Leadership V

Armored Command V
Information Command V
Shield Command V
Skirmish Command V
<primary> Command Specialist V
<secondary> Command Specialist V

Spaceship Command V

<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruisers V
Command Ships V

Science III

Cybernetics V
<primary> Warfare Specialist V
<secondary> Warfare Specialist V

Wing Command V

Fleet Command II

Bonused webs and stacking

The primary percentage is from using a 60% base reduction web, like the Federation Navy Stasis Webifier and the percentages in grey text is for 55% base reduction webs, like the True Sansha Stasis Webifier.

Velocity bonused ships like the Vindicator, or any of the Serpentis shiplines, have a 50% stronger reduction in speed. This leads to velocity reductions of 90% and 82,5% respectively for the two faction webs. The practical differences of different web types and bonuses are enormous.

Type of ship
Effective speed for webbed targets with stacking Practical effects of multiple webs
(Given a base speed of 1000 m/s)
Webx 1 Webx 2 Webx 3 Webx 4 Webx 5 Webx 6
Vindicator 10,00%
17,50%
2,18%
4,95%
1,06%
2,62%
0,79%
2,01%
0,71%
1,83%
0,69%
1,79%
Federation reduce speed to 100, 22, 11 and 8 m/s.
True Sansha reduce speed to 175, 50, 26 and 20 m/s.
Unbonused 40,00%
45,00%
19,14%
23,49%
12,59%
16,11%
10,45%
13,61%
9,78%
12,81%
9,61%
12,60%
Federation reduce speed to 400, 191, 126 and 104 m/s.
True Sansha reduce speed to 450, 235, 161 and 136 m/s.

Due to stacking penalties it's impossible for a non-bonused ship to get anywhere near the same result as two bonused webs, no matter how many webs they use. And while the True Sansha variant on a bonused ship can match the power of two Federation webs, it too falls short and cannot possibly match three.

Remote tracking computers and sensor boosters

Both remote tracking computers and sensor boosters can be a tremendous asset to your fleet. See Anatomy of Incursions for more information about how best to spread these among your fleet members.

Remote tracking computer Remote tracking computers

Remote tracking computers are extremely useful to push the range on weapons or give battleships a much needed boost to their tracking. Worth noting is that a max skilled pilot gets a 50% bonus to remote tracking computer efficiency and range, which combined with the stronger Shadow Serpentis or Federation Navy variants make quite a difference.

Remote tracking
computers
Scripted Unscripted Type of module
Tracking Optimal Falloff Tracking Optimal Falloff
Scimitar +52,5%
+45%
+24%
+22,5%
+48%
+45%
+26,25%
+22,5%
+12%
+11,25%
+24%
+22,5%
Shadow Serpentis or Federation Navy
Remote Tracking Computer II
Unbonused +35%
+30%
+16%
+15%
+32%
+30%
+17,5%
+15%
+8%
+7,5%
+16%
+15%
Shadow Serpentis or Federation Navy
Remote Tracking Computer II
Remote Sensor Booster Remote sensor boosters

Remote sensor boosters aren't quite as good in general, but can still be useful to boost a battleship's scan resolution, allowing them to actually lock frigates in time or push targeting range for snipers. Bringing Remote Sensor Boosters in a fleet can allow a Vindicator to forego any local sensor booster in favour of additional webs. None of the ships used for incursions have a bonus to remote sensor boosters.

Remote sensor boosters Scripted Unscripted
Scan Resolution Targeting Range Scan Resolution Targeting Range
Remote Sensor Booster II +66% +81% +33% +40,5%
F-23 Reciprocal Remote Sensor Booster +64% +76% +32% +38%

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.