More actions
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[[image:icon_down_green.png|16px|left|link=]]<span style="float:right;">[[image:icon_fleet_commander.png|16px|Fleet Commander (Fleet Command I needed | [[image:icon_down_green.png|16px|left|link=]]<span style="float:right;">[[image:icon_fleet_commander.png|16px|Fleet Commander (Fleet Command I or II needed depending on how many wings you have)]] [[image:icon_fleet_booster.png|16px|Fleet Booster (Fleet Command I or II needed depending on how many wings you have)]]</span>'''Fleet (25)'''<br> | ||
Fleet Commander {{co|slateblue|(fleet booster)}} | Fleet Commander {{co|slateblue|(fleet booster)}} | ||
| rowspan="8" 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 | | rowspan="8" 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 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 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). | ||
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** Keep logistics in a squad of their own, making it possible for them to warp independently. | ** Keep logistics in a squad of their own, making it possible for them to warp independently. | ||
** 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. | |||
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