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{{Incursions links}} | {{Incursions links}} | ||
= Why? = | == Why? == | ||
In incursions you rely on each other, a limited amount of people, to keep your fleet safe. Each individual matters a great deal and if people in the fleet all assume someone else will do something or keep an eye on something, things quickly go to hell in a handbasket. The more people are aware of the little details, the higher the chance someone will catch said little things before they become a problem. | In incursions you rely on each other, a limited amount of people, to keep your fleet safe. Each individual matters a great deal and if people in the fleet all assume someone else will do something or keep an eye on something, things quickly go to hell in a handbasket. The more people are aware of the little details, the higher the chance someone will catch said little things before they become a problem. | ||
The point of this list isn't to have people memorize every single detail of it, but to suitably prepare people and to give them a broader understanding of all the little things that ''do'' matter. | The point of this list isn't to have people memorize every single detail of it, but to suitably prepare people and to give them a broader understanding of all the little things that ''do'' matter. | ||
= Recommended classes = | == Recommended classes == | ||
None of these are strictly needed, it's possible to swing by and start running with us without having done any of these classes. That said, if you prefer to come prepared, these classes are either directly or indirectly related to Incursions: | None of these are strictly needed, it's possible to swing by and start running with us without having done any of these classes. That said, if you prefer to come prepared, these classes are either directly or indirectly related to Incursions: | ||
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While not a class, the [[Noobs on Patrol]] fleets are excellent for new unistas. They offer a fun and educational intro to fleets and PvP. If the wiki-page is outdated you can always check the calendar for the next fleet. | While not a class, the [[Noobs on Patrol]] fleets are excellent for new unistas. They offer a fun and educational intro to fleets and PvP. If the wiki-page is outdated you can always check the calendar for the next fleet. | ||
= Setup | == Setup guides == | ||
Below are some guides how to do a variety of setups required for running Incursions. If you have any trouble setting this up, read up on them or ask in the ''incursions.e-uni'' channel for help and we'll gladly help you. | Below are some guides how to do a variety of setups required for running Incursions. If you have any trouble setting this up, read up on them or ask in the ''incursions.e-uni'' channel for help and we'll gladly help you. | ||
{| | {| | ||
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<small><references/></small> | <small><references/></small> | ||
= | == How-to guides == | ||
There are mechanics that you will be expected to at least be aware of, even if you haven't mastered them yet. If you have trouble understanding these or can't quite seem to get them to work, then you need to read up on them or ask in the ''incursions.e-uni'' channel for help and we'll gladly help you get ready. | There are mechanics that you will be expected to at least be aware of, even if you haven't mastered them yet. If you have trouble understanding these or can't quite seem to get them to work, then you need to read up on them or ask in the ''incursions.e-uni'' channel for help and we'll gladly help you get ready. | ||
== Aligning down a gate == | === Aligning down a gate === | ||
[[image:Incursions align gate.png |thumb|210px| The tactical overlay can often be used to quickly see where you should double-click in space to align down the gate.]] | [[image:Incursions align gate.png |thumb|210px| The tactical overlay can often be used to quickly see where you should double-click in space to align down the gate.]] | ||
{{note box|Logistics and smaller ships, like command ships and strategic cruisers, remain stationary right next to the gate. This is because they warp much faster than battleships, so to avoid landing before the rest of the fleet they activate the gate from a standstill when the first few battleships warp away.}} | {{note box|Logistics and smaller ships, like command ships and strategic cruisers, remain stationary right next to the gate. This is because they warp much faster than battleships, so to avoid landing before the rest of the fleet they activate the gate from a standstill when the first few battleships warp away.}} | ||
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== Drone settings and making your drones assist the dronebunny == | === Drone settings and making your drones assist the dronebunny === | ||
First of all, while in space, click the four horizontal bars in the top-left corner of your drone window to access the drone settings. Set your drones to ''Passive'' and check the box for ''Focus Fire''. That way your drones will not attack anything unless the dronebunny specifically targets it. | First of all, while in space, click the four horizontal bars in the top-left corner of your drone window to access the drone settings. Set your drones to ''Passive'' and check the box for ''Focus Fire''. That way your drones will not attack anything unless the dronebunny specifically targets it. | ||
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== Emergencies and shield maintenance bots == | === Emergencies and shield maintenance bots === | ||
When things go wrong you need to be quick about it. First you should start locking whomever needs the extra repairs (be that a logistics ship or a fellow damage dealer). You start locking them up first because it'll take a while and you can't afford to wait until you have your shield maintenance bots out before locking the target. | When things go wrong you need to be quick about it. First you should start locking whomever needs the extra repairs (be that a logistics ship or a fellow damage dealer). You start locking them up first because it'll take a while and you can't afford to wait until you have your shield maintenance bots out before locking the target. | ||
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== Setting up and using broadcasts == | === Setting up and using broadcasts === | ||
You'll find the broadcasts at the bottom of your fleet window. Since we run primarily shield fleets, the ''"Need Shields"''' (third button), ''"Need Capacitor"'' (fourth button) and ''"In Position"'' (fifth button) will be your primary broadcast buttons. | You'll find the broadcasts at the bottom of your fleet window. Since we run primarily shield fleets, the ''"Need Shields"''' (third button), ''"Need Capacitor"'' (fourth button) and ''"In Position"'' (fifth button) will be your primary broadcast buttons. | ||
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== Using the Watch List == | === Using the Watch List === | ||
For Incursions the watch list serve several purposes. Fleet members can quickly see that everyone is on grid, if someone is taking damage without broadcasting for shields as well as quickly locking someone by CTRL-clicking them from the watch list. | For Incursions the watch list serve several purposes. Fleet members can quickly see that everyone is on grid, if someone is taking damage without broadcasting for shields as well as quickly locking someone by CTRL-clicking them from the watch list. | ||
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See [[Fleet Watch Lists]] for more information. | See [[Fleet Watch Lists]] for more information. | ||
== How and when to overheat == | === How and when to overheat === | ||
[[Overheating]] is often the difference between a ship exploding and a ship escaping death's grasp. The added resist bonus from overheating your defensive modules gives your logistics a few more seconds, which is often all they need to save you in a hairy situation. You can also overheat offensive modules to extend the range of your webs to snatch an elusive target, increase your damage to finish off the last scramming ship etc. | [[Overheating]] is often the difference between a ship exploding and a ship escaping death's grasp. The added resist bonus from overheating your defensive modules gives your logistics a few more seconds, which is often all they need to save you in a hairy situation. You can also overheat offensive modules to extend the range of your webs to snatch an elusive target, increase your damage to finish off the last scramming ship etc. | ||
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= Important game mechanics = | == Important game mechanics == | ||
There are several game mechanics that are important to be aware of, even if you might not know them like the back of your hand. | There are several game mechanics that are important to be aware of, even if you might not know them like the back of your hand. | ||
== Safety settings == | |||
=== Safety settings === | |||
{| style="background:#350000; border:1px solid #333333; padding:5px;" | {| style="background:#350000; border:1px solid #333333; padding:5px;" | ||
| style="padding-right:5px;" | [[image:icon_stop.png|48px]] | | style="padding-right:5px;" | [[image:icon_stop.png|48px]] | ||
| '''''Never change your safety settings''', unless you know exactly what you're doing or if your fleet commander gives you a direct order to change it. Otherwise you can easily make things worse and get people killed.'' | | '''''Never change your safety settings''', unless you know exactly what you're doing or if your fleet commander gives you a direct order to change it. Otherwise you can easily make things worse and get people killed.'' | ||
|} | |} | ||
There are three safety settings: | There are three safety settings: | ||
* {{co|red|Disable safety}} - Disable safety to allow actions which give suspect or criminal status. | * {{co|red|Disable safety}} - Disable safety to allow actions which give suspect or criminal status. | ||
* {{co|orange|Partial safety}} - Partial safety prevents actions that give criminal status, while allowing those that give suspect status. | * {{co|orange|Partial safety}} - Partial safety prevents actions that give criminal status, while allowing those that give suspect status. | ||
* {{co|lightgreen|Enable safety}} - Enable safety to prevent all actions that would give you suspect or criminal status. | * {{co|lightgreen|Enable safety}} - Enable safety to prevent all actions that would give you suspect or criminal status. | ||
=== Default settings === | |||
==== Default settings ==== | |||
Your safeties should normally be set to '''enable safety''', which we call {{co|lightgreen|green}} safeties for short. That way you will not go suspect without getting a warning first. If need be, you could then set it to partial safety, which we call {{co|orange|yellow}} safeties for short. This would allow you to continue assisting people even if they are engaged with war targets, accidentally shot a fellow corporation member or had to go suspect. | Your safeties should normally be set to '''enable safety''', which we call {{co|lightgreen|green}} safeties for short. That way you will not go suspect without getting a warning first. If need be, you could then set it to partial safety, which we call {{co|orange|yellow}} safeties for short. This would allow you to continue assisting people even if they are engaged with war targets, accidentally shot a fellow corporation member or had to go suspect. | ||
Under no circumstances would you ever need to go {{co|red|red}} safeties, as in disable safety, in | Under no circumstances would you ever need to go {{co|red|red}} safeties, as in disable safety, in Incursions. | ||
=== Changing your safeties === | |||
==== Changing your safeties ==== | |||
Everyone in fleet should be familiar with how to change their settings, especially logistics pilots. Changing it is a simple matter of clicking the little dot next to your HUD-display and selecting the appropriate safety level. The default setting is enable safety (green) on a character who has never touched it and manually changing it means your new safety setting will persist until you decide to change it again. | Everyone in fleet should be familiar with how to change their settings, especially logistics pilots. Changing it is a simple matter of clicking the little dot next to your HUD-display and selecting the appropriate safety level. The default setting is enable safety (green) on a character who has never touched it and manually changing it means your new safety setting will persist until you decide to change it again. | ||
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== Understanding timers == | === Understanding timers === | ||
{| class="wikitable" style="vertical-align:middle;" | {| class="wikitable" style="vertical-align:middle;" | ||
| valign="middle" style="background:#200000; padding-left:10px; border-right:0px;" | {{icon|timer non-capsuleer|32}} {{icon|timer weapons|32}} | | valign="middle" style="background:#200000; padding-left:10px; border-right:0px;" | {{icon|timer non-capsuleer|32}} {{icon|timer weapons|32}} | ||
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It's very important to be aware of and understand what the different timers mean and what the implications are in terms of legality. Timers can easily wreak havoc in the fleet due to the multitude of remote assistance modules we run in our fleets, combined with war and the complications that arise from that. The [[Timers#Weapon_Timer|weapon timer]] comes from the [[Roles in Incursions#Ongrid booster|ongrid booster]] and is usually only seen by them and the logistics. | It's very important to be aware of and understand what the different timers mean and what the implications are in terms of legality. Timers can easily wreak havoc in the fleet due to the multitude of remote assistance modules we run in our fleets, combined with war and the complications that arise from that. The [[Timers#Weapon_Timer|weapon timer]] comes from the [[Roles in Incursions#Ongrid booster|ongrid booster]] and is usually only seen by them and the logistics. | ||
See [[ | See [[Timers]] for more details on the more intricate mechanics of legal timers, especially the [[Timers#Remote_assistance|remote assistance]] section explaining how other timers will force logistics to go {{icon|tag suspect|9}} [[Timers#Suspect|suspect]] in order to rep. | ||
== General advice == | |||
Below are a lot of things that you'll only need to be aware of, things you'll read just once or simply pick up as you go along ... or things that you will be told. It will range from simple guidelines to things you'll need to be aware of at all times. By themselves, neither of these will be critical, but together they could easily result in a snowball-effect<small> <ref>When small insignificant or trivial stuff builds up and become a serious issue, see http://en.wikipedia.org/wiki/Snowball_effect.</ref></small> that gets people killed. | Below are a lot of things that you'll only need to be aware of, things you'll read just once or simply pick up as you go along ... or things that you will be told. It will range from simple guidelines to things you'll need to be aware of at all times. By themselves, neither of these will be critical, but together they could easily result in a snowball-effect<small> <ref>When small insignificant or trivial stuff builds up and become a serious issue, see http://en.wikipedia.org/wiki/Snowball_effect.</ref></small> that gets people killed. | ||
=== Before joining the fleet === | |||
* If you are unsure about your fit, ask for a second opinion. Don't be afraid to ask why they suggest something, if it seems weird or if you're getting conflicting advice. You can find the '''minimum''' fits on the [[Vanguard Incursion fits|Vanguard]] and [[Assault Incursion fits|Assault]] fitting pages. | * If you are unsure about your fit, ask for a second opinion. Don't be afraid to ask why they suggest something, if it seems weird or if you're getting conflicting advice. You can find the '''minimum''' fits on the [[Vanguard Incursion fits|Vanguard]] and [[Assault Incursion fits|Assault]] fitting pages. | ||
* Carry logistic drones (shield maintenance bots) in case logistics get jammed or disconnects untimely (use tech two if you can). | * Carry logistic drones (shield maintenance bots) in case logistics get jammed or disconnects untimely (use tech two if you can). | ||
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** If you can hold enough ammo and carry a stack (or two) of [[Lyavite in Incursions|Lyavite]] (255 units, 306 m3), be sure to bring that too. | ** If you can hold enough ammo and carry a stack (or two) of [[Lyavite in Incursions|Lyavite]] (255 units, 306 m3), be sure to bring that too. | ||
=== When joining up with the fleet === | |||
[[image:incursions_people_not_on_grid.png|thumb|right|A quick look at the watch list will tell you that two people are missing, let the fleet commander know.]] | [[image:incursions_people_not_on_grid.png|thumb|right|A quick look at the watch list will tell you that two people are missing, let the fleet commander know.]] | ||
* Read the fleet's MOTD (message of the day), it contains all you need to know; What system they are in, what on-demand channel in Mumble we use and any other information you need to know. | * Read the fleet's MOTD (message of the day), it contains all you need to know; What system they are in, what on-demand channel in Mumble we use and any other information you need to know. | ||
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=== While in the fleet === | |||
[[image:incursions_logi_disconnect.png|thumb|right|When one of your logistics disconnects, the watch list will be missing one person and while he's still on grid (takes a few seconds before they warp off) you can spot who as they turn non-purple due to dropping fleet.]] | [[image:incursions_logi_disconnect.png|thumb|right|When one of your logistics disconnects, the watch list will be missing one person and while he's still on grid (takes a few seconds before they warp off) you can spot who as they turn non-purple due to dropping fleet.]] | ||
[[image:incursions_logi_locked.png|thumb|right|Both of the logistics have you locked, indicated by the yellow frame on the ship icon in the overview.]] | [[image:incursions_logi_locked.png|thumb|right|Both of the logistics have you locked, indicated by the yellow frame on the ship icon in the overview.]] | ||
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=== When leaving a fleet === | |||
* If possible, let the fleet commander know ahead of time that you are going to drop and what role you had. | * If possible, let the fleet commander know ahead of time that you are going to drop and what role you had. | ||
* Ask for confirmation from the fleet commander before you warp away from the fleet (make sure your fleet commander knows that you are dropping). | * Ask for confirmation from the fleet commander before you warp away from the fleet (make sure your fleet commander knows that you are dropping). | ||
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* Drop the fleet as soon as possible, so you disappear from people's watch lists and so that you make room in the fleet for your replacement. | * Drop the fleet as soon as possible, so you disappear from people's watch lists and so that you make room in the fleet for your replacement. | ||
=== During war === | |||
* Haul your ships with alts or move them in travel fleets with a scout. Alternatively utilize freighter services like Red Frog or friendly unistas or alumni providing such services. For more information, see [[How_to_find_Incursions#Wartime_logistics|Wartime logistics]]. | * Haul your ships with alts or move them in travel fleets with a scout. Alternatively utilize freighter services like Red Frog or friendly unistas or alumni providing such services. For more information, see [[How_to_find_Incursions#Wartime_logistics|Wartime logistics]]. | ||
* Consider the ship and worth of droppable modules you are bringing. Don't hesitate to dock up your faction battleship in favour of running with a less expensive tech one battleship instead. | * Consider the ship and worth of droppable modules you are bringing. Don't hesitate to dock up your faction battleship in favour of running with a less expensive tech one battleship instead. | ||
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* At the first sign of trouble, finish off your current site, dock up and reassess the situation. Better safe than sorry. | * At the first sign of trouble, finish off your current site, dock up and reassess the situation. Better safe than sorry. | ||
= Clarifications = | == Clarifications == | ||
<small><references/></small> | <small><references/></small> | ||