Frequently Asked Questions - Fleets

Deep Space Probe is a special ship with highly advanced scanners
It can detect the astros from a region, and to automatically save it as a report
To use the auto report, just send a probe to an baseless astro, after landed, the report will be available for 15 days into your Fleets - Logs page, and to your alliance members
The detection level of details is dependend of the Stellar Cartography technology;
Stellar Cartography level:

  1. you can see the current system large astros (planets, asteroids)
  2. you can also see the system moons
  3. same as 2
  4. you can also see the system fleets and bases
  5. you can also see the debris piles
  6. you can see the same as 1 but to the entire region
  7. same as 2 to the current region
  8. same as 7
  9. same as 4 to the current region
  10. you can see all current region details listed above

To repair a damaged ship, your fleet needs to be stationary; in orbit around an astro with repair ships or a friendly base (allied or your own).
Each repair tick (every 5 minutes) will fix your ships a bit (200$*[repair tech level] credits for the base, 10$*[repair tech level] credits for each repair ship).
A simple example, you have a Dreadnought damaged 50% in orbit one of your bases, where you have 10 repair ships and your repair tech is level 1.
Each damage point costs half the original ship price to be repaired
Then 50% damaged costs 10000/2*50%=2500$ to be fixed
Every 5 minutes, your repair capacity will be (200*1) + 10*(10*1)=300 credits
It will take 8.3 (9 actual) ticks to repair the Dread
You can check each fleets repair capacity in the Fleet Overview page, that page also shows each damaged ship, the cost to repair and how many ticks.

Any number, the limits here are how many astros you can have fleet on orbit.

The limit is your computer tech level, and your number of bases * 2.
Exemple:

    10 bases *2 + tech 15 = 35.

Occupations don't count, so if you have 10 occupations, your limit will extend by 10.

The defense ship is a very useful addition to any fleet.
It extends its shields to protect smaller ships, such as fighters, bombers, and heavy bombers.
When you are attacking, you do not need to enter a number into the defense ship field; it will act automatically, even if the units are in another fleet in orbit of the same astro.
Example:

  • You have 2 fleets on an astro, 1 of which has 10 defense ships.
  • An enemy player lands and attacks your second fleet, which is composed by 200 fighters.
  • The shield distribution will be:
  • total of defense ships * it shields / total of small ships * hangar space needed
  • 10 * 40 / 200 * 1
  • 400 / 200 = 2
  • However, there is a top limit, defense ships cannot extend the shields to cover more than 2 shield per ship.
  • because of this, your Fighters would fight as 4/4 (2) [ attack/defense (shield) ].
  • The Defense Ship shielding will be higher based on your Shielding tech.

The Gateships are equivalent to Space Gates level 1, but mobile.
 
If you have a gate ship over one astro, any of your fleets or fleets from your alliance can benefits the speed boost (+100% speed).
It is not an accumulative bonus, several gateships wont make it faster.
 

While a fleet is heading to a coordinate, you can recall it any time.
The fleet will turn back to the original coordinate. Then, you can recall again turning back to the first destination! And so on, and on...

Yes, it is called Waypoints.
In the Move Fleet page, you can inform more than one coordinat, or select more than one option in the Coords List with your bases, fleets, bookmarks and occupations.
After reaching the first destination, your fleet will wait the auto-launch that happen every 5 minutes server time (0m, 5m, 10m, ...)
You can use it to take the advantage of a base with Jump Gate, or more than one base, to finally reach your intended destination.