Fleets: Difference between revisions
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Depending on their capabilities, weapons may also be set to only attack enemy ships, only fire defensively at incoming projectiles and missiles, or in "guardian" mode, firing first at threatening projectiles and then targeting enemy craft. | Depending on their capabilities, weapons may also be set to only attack enemy ships, only fire defensively at incoming projectiles and missiles, or in "guardian" mode, firing first at threatening projectiles and then targeting enemy craft. | ||
Fleets can be set to the following fire postures: | |||
{| class="wikitable" | |||
! Posture !! Offensive weaponry !! Guardian-capable weapons | |||
|- | |||
| Focus Fire || Attack only primary target || Attack only primary target | |||
|- | |||
| Attack || Attack primary target if in range, otherwise nearest target || Attack primary target if in range, otherwise nearest target | |||
|- | |||
| Balanced || Attack primary target if in range, otherwise nearest target || Attack threatening projectiles if any, otherwise nearest target | |||
|- | |||
| Defensive || Attack primary target if in range, otherwise nearest target || Attack only threatening projectiles | |||
|- | |||
| Fortified || Preserve power and ammo || Attack only threatening projectiles | |||
|} |
Revision as of 12:14, 11 October 2022
Fleets consist of one or more ships that are directed by one of the human factions or the aliens. Fleets conduct operations and fight in space battles.
Fleet Operations
Fleets may undertake various operations, typically only when they are in orbit and not in a transfer. They are:
Operation | Effects | Required components |
---|---|---|
Transfer | Launch this fleet toward the selected orbit, station, or fleet. | |
Merge Fleets | Merge a nearby fleet into this one. | |
Split Fleet | Break off one or more ships into a separate fleet. | |
Land on Surface | Set down at a friendly or undefended enemy base, or an unimproved hab site. Fleet must have sufficient acceleration to take off again, and access to enough Delta-V to reach an interface orbit. | |
Launch | Launch the fleet into an interface orbit of this space body. Requires the fleet has Delta-V greater than the body's escape velocity. | |
Undock | Undock from this station and assume a matching orbit. | |
Scuttle Ships | Scuttle ships from this fleet. If docked at one of your shipyards, gain 25% of the ship's construction resources in your stockpile. If not docked at any hab, pay Boost to send any crew home that can't be absorbed by the rest of the fleet. | |
Resupply | Refuel and rearm ships in this fleet. Requires being docked at a hab with a supply depot or shipyard and a sufficient resource stockpile to cover at least a partial resupply. Ships with the capability to resupply from the local environment may do so for free. | |
Repair | Repair damage and restore exhausted modules to ships in fleet. | |
Destroy Hab | Destroy the hab this fleet is docked at. Counts as an atrocity against human habitats. We will recover salvage. | |
File:ICO BombardOperation on.png Bombard | Initiate orbital bombardment against a surface target. Requires being in an interface orbit. Bombardment will last up to two weeks. Defended bases and regions will return fire. Armies must be engaged in hostilities to be targeted. | Weapons that can bombard |
Assault Hab | Assault and capture an enemy hab with our Marines. We can seize a station we have docked with, or an enemy base from an interface orbit above it. Habs with Marine defenses will be harder to capture. | Marine Assault Unit |
Survey | Prospect mining sites on a planet, moon or asteroid. The fleet must be in an interface orbit of the space body to perform this operation. | Mobile Space Science Lab |
Found Platform (Solar) | Found a solar-powered platform with a construction module in the fleet's current orbit. Requires at least one free Mission Control. | Solar Platform Kit |
Found Platform (Fission) | Found a platform with a fission pile and a construction module in the fleet's current orbit. Requires at least one free Mission Control. | Fission Platform Kit |
Found Platform (Fusion) | Found a platform with a fusion pile and a construction module in the fleet's current orbit. Requires at least one free Mission Control. | Fusion Platform Kit |
Found Outpost (Solar) | Found a solar-powered outpost with a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires one free Mission Control. | Solar Outpost Kit |
Found Outpost (Fission) | Found an outpost with a fission pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires one free Mission Control. | Fission Outpost Kit |
Found Outpost (Fusion) | Found an outpost with a fusion pile and a construction module at a prospected base site. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires one free Mission Control. | Fusion Outpost Kit |
Found Automated Dupply Depot (Solar) | Found a solar-powered platform with a supply depot in the fleet's current orbit. Requires sufficent local solar flux to deploy and two free Mission Control. | Automated Solar Platform Kit |
Found Automated Dupply Depot (Fission) | Found a fission-powered platform with a supply depot in the fleet's current orbit. Requires two free Mission Control. | Automated Fission Platform Kit |
Found Automated Mining Outpost (Solar) | Found a solar-powered automated outpost with a mine. Requires sufficent local solar flux to deploy. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control. | Automated Solar Outpost Kit |
Found Automated Mining Outpost (Fission) | Found a fission-powered automated outpost with a mine. The fleet must be in an interface orbit or landed at the site to perform this operation. Requires 2 free Mission Control. | Automated Fission Outpost Kit |
Cancel | Cancel the fleet's active operation. |
Transfers
A transfer is the term for a fleet moving from one place to another while staying in space. Fleets may transfer to orbits, stations, or other fleets.
When initiating a transfer operation, a fleet will receive one or more trajectory options if it can reach its destination at all. If multiple trajectories are possible, the player may choose between trading off arrival time and Delta-V expenditure between them.
Trajectories might be microthrust spirals, which are typical for fleets with low acceleration; impulse conics, for fleets with high acceleration but low Delta-V; or torch chords, for advanced fleets with high acceleration and Delta-V.
Orbital Bombardment
A fleet equipped with magnetic or laser weapons may conduct orbital bombardment against targets on the surface of a space body. They must be in an interface orbit to launch attacks.
Above Earth, valid targets include armies, space facilities, regions, and any alien assets we have detected. On other space bodies, bases and landed space fleets may be targeted.
Certain weapons, such as lasers that fire in ultraviolet wavelenghts, cannot bombard through thicker atmospheres, particularly that of Earth and Titan.
If a targeted hab or region has defenses, they will fire back at the attacking fleet.
Space Combat
When two fleets from enemy factions meet in an orbit, deep space, or at a station, a space battle begins. Players may elect to autoresolve combats.
Stations with defensive modules will take part in battles; they will be considered disabled if those modules are destroyed.
Very large space battles will have active and reinforcing ships. Reinforcing ships will join during combat at a later time to replace active ships when they are destroyed. You can adjust the maximum number of ships that can be active at any time during combat in the gameplay settings in the options menu. A maximum value of 30 for example, will limit each side to having a maximum of 15 active ships at any time. This is for performance reasons in very large battles.
When a fleet or station is attacked, allied fleets of the defender in the same orbit and less than 1,000 kilometers away will be drawn into the battle and join the defending fleet.
Before a battle begins, each fleet will select from one of three stances: Engage, Accept, or Evade. Fleets that are docked at habs or are unavailable for operations because of previous battles may only select the Accept option. Based on what each side picks the follwing will happen:
Choice | Engage | Accept | Escape |
---|---|---|---|
Engage | Combat | Combat | Pursuit |
Accept | Combat | No combat | No combat |
Escape | Pursuit | No combat | No combat |
If pursuit takes place both fleets will bid Delta-V. If the fleet that selected Engage enters the higher bid, the combat will take place.
Once in combat, players plan maneuvers their ships by setting waypoints in 3D space. Ships will turn and thrust to reach their waypoints. Players may also rotate a ship's facing independent of its direction of travel to present certain weapons or armor facings to an enemy.
Special maneuvers include persistent spins, rolls, and a padlocking-target command that keeps the ship's nose pointed at its primary target.
Fire Control
Weapons have one or more fire modes available to them. They can be set at the fleet, ship, or individual weapon level during combat.
Ships may also designate an enemy ship or hab module as its primary target. The ship's weapons will favor that enemy over others. Missile weapons require a primary target to fire.
Depending on their capabilities, weapons may also be set to only attack enemy ships, only fire defensively at incoming projectiles and missiles, or in "guardian" mode, firing first at threatening projectiles and then targeting enemy craft.
Fleets can be set to the following fire postures:
Posture | Offensive weaponry | Guardian-capable weapons |
---|---|---|
Focus Fire | Attack only primary target | Attack only primary target |
Attack | Attack primary target if in range, otherwise nearest target | Attack primary target if in range, otherwise nearest target |
Balanced | Attack primary target if in range, otherwise nearest target | Attack threatening projectiles if any, otherwise nearest target |
Defensive | Attack primary target if in range, otherwise nearest target | Attack only threatening projectiles |
Fortified | Preserve power and ammo | Attack only threatening projectiles |