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Forum Index » » English (General) » » Fleet Operations Manual for Dumbies - version 1.517
 Author Fleet Operations Manual for Dumbies - version 1.517
Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-06-25 10:09   
Preface

It has come to the attention of many veteran players that the new(and old) generation of pilots simply don't know how to properly command their vessels; in and out of combat. Thus, an instruction manual has been compiled for their benefit.

Section 1: ---The Fleet---

1.0- Background and Mentality
In Darkspace, the most important factor that contributes to effectiveness and victory(next having bigger ships and numbers) is teamwork. If players can not coordinate, then they are worthless. Having half the fleet repairing ships or hunting AI while the other engages on a campaign is a sure-fire method of achieving failure. When a fleetmate takes charge or others start planning, drop what you are doing and ask what you can do to contribute. Likewise, if a fleet is completely disorganized, step it up and be a leader. Fleet actions have far larger impacts than individual excursions. When flying with the fleet, keep in mind that if you are not essential to the comlpetion of the fleet's objective, then you are superflous. Sacrafice yourself for your wingmen if necessary. There is no greater act of honor.

1.1- Organization and Objectives
Like any large scale project or team, fleets must be organized before they actually exist. There are a variety of variables that contribute to a fleet's formation, which include: pilot skill, faction status, pilot numbers, ect; but ultimately the key factor is the objective. A fleet geared towards glassing entire systems is by no means similar to a defense fleet, much less a expeditionary fleet. Each fleet has a core of ships required to complete its obejective, along with a complement of support ships to defend, resupply, or scout. Depending on a player's rank and skill, it is up to a pilot to fly the ship that will be of most help to the fleet.(i.e. Don't fly a battle dread if you are horrific at combat). A list of basic fleets and their core/support requirements is provided below, along with a brief explanation. *listed in order of importance

Defense-
Main:
Combat Dreads
Long Range Dreads
Supply Stations
Combat Stations

Support:
Combat Cruisers
Supply Ships
Sensor Vessels
Assault Cruisers


Explanation:
At its very heart, a defense fleet is meant to hold a system; which does not require(although it is nice) the killing of enemy vessels. Thus, it is reliant on tanking and supplying. Combat and Long range dreads are used to dissuade enemy fleets from invading by causing extensive damage before they reach their objective. Supply stations are necessary as footholds outside of planets(i.e. near a gate). and Combat Stations simply exist to supplement the supply stations and anihilate anything that comes too close. At the same time, Assault cruisers are able to jump in and pick off crippled vessels while Combat cruisers can intercept any ship that makes it past the crossfire. The supply ships are for frontline resupplying and sensor vessels are for electronic warfare, used to reveal enemy ships and hide friendly ones.

Expeditionary(attack)-

Main-
Assault Dreads
Combat Dreads
Command Station

Support-
Combat Cruisers
Transports
Assault Cruisers
Sensor Vessels
Supply Ships
Command Dread
Destroyers

Explanation:
An expeditionary fleet has no other purpose next to wreaking havoc behind enemy lines and breaking through a defense fleet. It is primarly reliant on a core of heavy hitting dreads to engage enemy vessels while the stations create a hidden outpost of supply patforms and weapon platforms. To do so, a constant convoy of transports must supply these stations with resource. In addition, the convoy should be escorted by cruisers that are not supporting the main dread complement. The advantage of having a platform base is that it is mobile. With enough tractors, relocation is a simple matter. Sensor and Supply ships perform their normal duties.

Invasion-

Main-
Carrier Dreads
Command Dread
Assault Cruisers
Supply Ships
Sensor Vessels

Support-
Combat Dreads
Combat Cruisers
Transports

Explanation:
An invasion fleet must be mobile, in addition to being capable of self defense. The main objective is to capture and restore enemy planets creating a growing beach head of sorts. Carriers are used for fighter bombers, as they are much more flexible than traditional bombers. Assault class cruisers complement the carriers by providing point defense with their numerous beams as well as interception and assault capabilities to counter camping or attacking vesssels. Supply ships keep the carriers resupplied and Sensor Vessels alert the fleet of immediate threats. Meanwhile, the Combat class vessels are to provide further fire support for the carriers and the transports, a resevoir of infantry.

*One may notice that ships below the cruiser class are not mentioned. While not entirely obsolete, they are the black sheep of large fleets. However, the can function effectively in squadrons, which will be covered later.

1.2- Fleet Commands
As a fleet leader or member, spatial awareness is one's greatest asset. Knowing what is happening around the fleet is essential to determining the next course of action; whether it is relocating, pressing on, or falling back. Do not be afraid to suggest commands, but at the same time, do not undermine the experience of a verteran leader. Leading a fleet is comparable to playing a game of chess. One bad move may send your entire fleet to the junk heap. Unfourtnately the art of leading a fleet is a matter of gut and experience. Something to extensive to cover in a paragraph. There is no better learning method than experience.(at the same time, try not to be a douche; you can learn from other fleet leaders as well)

1.3- Fleet Commands: Execution
If a fleet can not move together, than it is not a fleet. When a new pair of coordinates are given or a new target for focus firing is designated, set the nav/targeting computer immediately. If the fleet is moving, set the nav and jump first, fire only after you ship is in the process of alignment. Conditions constantly change, and commands become obsolete. If a fleet becomes seperated, then it is as good as dead. If a fleet fails to focus its fire, then it sustains more damage from the potentially dead enemies. Every action has a greater effect when magnified by multiple actions. When an entire fleet jumps away, there is nothing left behind to die. Likewise, individual orders are just as, if not more important. In certain situations, it is necessary for only one or two fleet members to complete a task, whether it is to escort a transport or cover a friendly under fire. This is to allow the main fleet to continue on its objective while a partitioned group performs another task.

1.4 Fleet Movements
The simplest but most commonly ignored rule of flying in a fleet. Unless orderd to do so, DO NOT STRAY AWAY FROM THE FLEET. A fleet moves in a single coherent manner. It is what seperates the spartans from the persians if you will. There is a difference between tactically dispersing and randomly flying about. Again, stick with the fleet... please.

Section 2 ***Combat Situations***

2.0- Flying in Combat
Flying under fire is a unique, but simple art. Simply vary your speed and turning angle to avoid enemy fire, while positioning oneself in a better position to hit the opponent. Again, this is a matter of experience, to comprehensive for the purposes of this manual.

2.1- Weapon and Armor Loadouts
Carrying the right weapons at the right time proves extremely beneficial in every situation. Familiarize yourself with each weapon and it's pros & cons and modify your ship accordingly.

2.2- FRIENDLY FIRE
This is by far the most annoying aspect of combat. If you do not have a clear line of fire, DO NOT SHOOT. If you think a friendly may fly in the way, DO NOT SHOOT. Chances are if a friendly is closer to the enemy ship that you are, they are doing more damage and extremely vurnerable. Do not compromise their safety by nailing 8 torps into their aft arc accidentally. Not only do you risk the enemy escaping, but also killing your ally. Furthermore, Friendly Fire counts as a penalty to player prestige.

***under construction*** (too lazy to write more, feel free to correct typos, submit corrections to material, submit more material or concerns. criticism and admiration are welcome... blah blah blah enjoy!)

-Sens
_________________
Proud member of the Order of the Gaifen
Founder and former Club chair of the Shigernafy Fan Club
Co-founder of the Doran Judication Comittee


  Email Sens [R33]
Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2009-06-25 11:14   
click target, press j, and space also works perfectly!

nuff said
_________________


The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2009-06-25 12:00   
Kluth are pretty Good Tacticians, Wolf especially, ask them for input ^.^.
_________________



Enterprise
Chief Marshal
Raven Warriors

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2009-06-25 13:36   
Quote:

On 2009-06-25 11:14, Tommas [ USF HunnyBunny ] wrote:
click target, press j, and space






-Ent
_________________


Phellan
Grand Admiral

Joined: February 27, 2007
Posts: 220
From: Red Light District
Posted: 2009-06-25 14:03   
This is all very helpful, i will have to read it further later. Its very counter productive when a fleet is compiled but has no designated leader, and worse when that leader gives general commands but no specific directions.
This is what fleets sshould solve, but with the already mentioned example of wolf, I have seen almost none of this. Fleets need to exist, recruit, train, and have a command structure. Scenarios would be alot more interesting with a larger group of people defending, building, and supplying a planet, rather than three noobs at three different planets who forgot to build a colony hub and so think the game is broken.
The sole purpose of vets right now should be to train every new person they find. Take them aside and show them everything you can, because they will only stay and sub if they don't think their going to die hundreds of times by merciless dreadnoughts while grinding for hours on end towards an undeifned goal... Hide the truth from them, for the love of pony!
_________________
Noob you say? I may fly an escort destroyer...but I just stayed at a Holiday Inn.


  Goto the website of Phellan
DarkScorpion
Marshal
Sanity Assassins


Joined: September 14, 2004
Posts: 237
From: London England
Posted: 2009-06-26 08:41   
A angry mob is no more of an army, than a pile of bricks is a house

[ This Message was edited by: DarkScorpion on 2009-06-26 08:42 ]
_________________



The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2009-06-26 10:26   
Quote:

On 2009-06-26 08:41, DarkScorpion wrote:
A angry mob is no more of an army, than a pile of bricks is a house

[ This Message was edited by: DarkScorpion on 2009-06-26 08:42 ]




You could always throw the Bricks.
_________________



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