Movement & Combat
From Fleets Game Guide
Contents |
Navigation
Think 'Google Maps.' Simply click-drag to move around the map. We also have a zoom in and out feature at the bottom left of the map. You see 3 hexes progressively getting larger; each hex represents a zoom level that you can view the map in. Simply click on the appropriate zoom level that you wish to see. You can drag the map over to a new place and center that onto your screen, then hit the largest zoom-hex to zoom into full view in order to issue commands again. When you are zoomed out you see a view only version of the map.
The map
Hexes on the map are color coded to indicate their status:
- White bordered hexes are owned by you
- Yellow bordered hexes are pirate hexes where the pirate is stationary and will not move off of that hex.
- Red Bordered hexes are always enemy hexes
- Transparent hexes means you are not close enough for full visibility of the hex.
- Transparent hexes with a gray border are owned by no-one
- Grayed out or black out hexes indicate a hex that is too far away to determine its status. (However a hex is present)
- Blue hexes are your team members', these only appear in team zones you can navigate them as you would your own.
Explore
The very first thing you can do in a Zone is explore. You will start with owning one hex. That home-hex will house your first outpost for that game. That is also where your first fleet starts. To move your fleet, click on the fleet icon. This will halo the fleet in orange.
1. Clicking on the icon will allow you to select your navigation course. You may then choose to move your fleet by clicking on the arrow in the bottom right command box. This will prompt you to click on the hex you wish to move to and then you will see your outlined path to that hex.
You can move to one hex right next to your fleet and the fleet will then move to that hex at the end of the tick.
Or if you own multiple hexes you may select a hex 2 or more away from your fleet. It will auto map your course accordingly, using as many already owned hexes as possible. Your fleet will then move at full speed using its outlined path until it reaches its destination. note: you can see your fleet's speed after clicking or hovering over the fleet [when it is haloed in orange] and looking in the bottom left details box.
- You can also cue up several movements to happen over the course of several ticks by following step 1 consecutively. You will see your movement cue for the fleet at the bottom of your screen next to the fleet's ship info.
2. If you want to cancel your orders all you have to do is click on your fleet icon and select the "X" cancel order icon that appears in the bottom right command box. Or you can cancel any order in your movement queue by selecting the 'X' on each movement button.
Combat
Combat is simple. If you see an enemy fleet you just move your fleet[s] onto the same hex as the enemy and they will auto combat each other.You can view the combat reports by going to your message center at the top of your screen, if you have a new combat report it will glow red.
Flagships can scan an enemy hex that is within range so you can get a good idea of what you're up against.
When two fleets are moving into or passing through the same hex, their inititive rating determines what will occur. This comes into play when determining where combat takes place when two fleets are converging and if combat takes place when two fleets are passing through a hex. In both cases the fleet with the higher inititative determines the outcome.
When more than one of your fleets is fighting in the same hex, you can control which one takes damage first using the Fleet and Outpost Manager.
Ships in the same fleet are damaged according to the following battle order. This can not be changed, so if you want a particular ship to take damage you'll have to put it in a separate fleet that is higher up on the Fleet and Outpost Manager.
Battle Order
This is the order in which ships will fight. If you do not have a ship in one of the categories below, the next ship type will battle.
1. (Cannon Fodder)
- Patrol Interceptor, Scout Corvette, Light Frigate
2. (Tanks)
- Sentinel-class Cruiser, Glaive-class Destroyer, Saber-class Frigate, Cutlass-class Frigate, Light Gunship
3. (Skirmishers)
- Dagger-class Interceptor, Ripper-class Interceptor, Persecutor-class Cruiser, Hunter-class Corvette, Widow-class Corvette, Halberd-class Destroyer, Longsword-class Frigate, Pug-class Gunship, Pyre-class Gunship
4. (Fire Support)
- Katana-class Frigate
5. (Missile Support)
- Seraphim-class Cruiser, Maul-class Destroyer, Scimitar-class Frigate, Archer-class Gunship
6. (Stealth)
- Stalker-class Corvette, Lance-class Destroyer, Rapier-class Frigate, Assassin-class Gunship
7. (Non-combat Support)
- Construction Frigate
8. (Flagships)
- Scout Carrier, Support Carrier, Command Cruiser, Supercarrier, Dreadnought, Revenant-class Cruiser
Ship-type Combat
Be aware of each ship types' details. You can ctrl-click to view more information on each ship in the build menu. [If you're using a mac try alt-click].Example: A Pug's Lasers have 70 Accuracy and 40 Penetration. A Gunship has 60 Maneuver and 40 Armor, a Corvette has 70 Maneuver and 30 Armor. The Pug's Laser Acc/Pen meets or exceeds the other ships' Manu/Arm, allowing it to deal full damage against Gunships and Corvettes. An Interceptor has 80 Maneuver and 20 Armor. The Pug will have some difficulties hitting the Interceptor, and do less damage (15% miss chance in this case). A Frigate has 50 Maneuver and 50 Armor. The Pug's Lasers are too weak to do full damage against a Frigate (15% less). Against a Destroyer's 60 armor, they'll do 30% less, and against a Cruiser's 70 Armor they'll do 45% less.
For every 10 points your accuracy is under the target ship's maneuver, you have a 15% miss chance.
For every 10 points your penetration is under the target ship's armor, you have a 15% damage reduction.
There is no bonus for having more accuracy/penetration than needed.





