Fleet Operations: Difference between revisions
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<div class="vv-language-bar">'''English''' · [[Fleet Operations/de|Deutsch]]</div> | |||
= Fleet Operations = | = Fleet Operations = | ||
A fleet in VoidVerse is a selection of ships sent from one colony on one mission. [[Ship Assembly]] explains how to design and build those ships; this guide explains how to assign available ships, launch them and follow the operation. The [[Fleet]] and [[Fleet Movement]] game-section pages provide quick navigation references. | A fleet in VoidVerse is a selection of ships sent from one colony on one mission. [[Ship Assembly]] explains how to design and build those ships; this guide explains how to assign available ships, launch them and follow the operation. The [[Fleet]] and [[Fleet Movement]] game-section pages provide quick navigation references. | ||
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* '''Attack''' targets another player's colony when protection permits it. Combat resolves on arrival; surviving ships can return with loot. Scout first through [[Surveillance]] and read [[Reports]]. See [[Player Combat]] for firing order, damage and critical survival. Buildings are not loot, cargo limits recovery, and a powered [[Resource Bunker]] can reduce available loot. | * '''Attack''' targets another player's colony when protection permits it. Combat resolves on arrival; surviving ships can return with loot. Scout first through [[Surveillance]] and read [[Reports]]. See [[Player Combat]] for firing order, damage and critical survival. Buildings are not loot, cargo limits recovery, and a powered [[Resource Bunker]] can reduce available loot. | ||
* '''Feint''' is shown as a separate mission, but the current implementation sends it through the same player-combat and loot resolution as Attack. Treat it as a combat commitment with possible losses, not a harmless bluff. | * '''Feint''' is shown as a separate mission, but the current implementation sends it through the same player-combat and loot resolution as Attack. Treat it as a combat commitment with possible losses, not a harmless bluff. | ||
* '''Station''' | * '''Station''' sends ships and any loaded resources to a colony you own, a colony of a member of your alliance, or the [[Dyson Ring Guide|Dyson Ring]] of an alliance member (or your own) at a star. The ships remain there instead of making an automatic return journey and help defend the location. You cannot station at the colony of a player outside your alliance. | ||
* '''Transport''' delivers loaded resources to a player-owned colony, | * '''Transport''' delivers loaded resources to a player-owned colony, your own or another player's, then returns the ships. It is the default mission when you select one of your own colonies. Loaded amounts must fit the hold and be available at the origin. Transports to members of your own alliance travel faster thanks to the alliance's Alliance Network skill-tree bonus. | ||
* '''Extract''' recovers [[Debris Fields|debris]]. Every selected ship must have an extractor module when a debris field is present. Recovery happens on arrival, is limited by cargo and remaining debris, and the fleet returns afterward. A field at the launch colony itself can also be extracted. | * '''Extract''' recovers [[Debris Fields|debris]]. Every selected ship must have an extractor module when a debris field is present. Recovery happens on arrival, is limited by cargo and remaining debris, and the fleet returns afterward. A field at the launch colony itself can also be extracted. | ||
* '''Collect''' retrieves ordinary resource stock from another colony you own and brings it home. '''By command''' requests the entered resource amounts; '''Max. even''' distributes capacity across available resources; '''Max. valued''' fills by priority, SEM first, then Iopla, Crlit and Aslit. The entered amounts are pickup instructions, not cargo taken from the launch colony. | * '''Collect''' retrieves ordinary resource stock from another colony you own and brings it home. It works only on your own colonies, never on another player's. '''By command''' requests the entered resource amounts; '''Max. even''' distributes capacity across available resources; '''Max. valued''' fills by priority, SEM first, then Iopla, Crlit and Aslit. The entered amounts are pickup instructions, not cargo taken from the launch colony. | ||
* '''Excursion''' sends a fleet to an eligible unowned location for exploration. Results and any rewards depend on the excursion, and carried rewards must fit cargo. It is a separate mission from extracting an already visible debris field. | * '''Excursion''' sends a fleet to an eligible unowned location for exploration. Results and any rewards depend on the excursion, and carried rewards must fit cargo. Only your first three successful excursions in any 24 hours pay full rewards; see [[Excursions]]. It is a separate mission from extracting an already visible debris field. | ||
* '''[[Void Boss Combat|Boss combat]]''' targets an active void boss. Commander assignment is optional. Relevant [[Fleet Tactics]] research and operation controls can provide analysis and tactic choices before arrival; use the choices actually offered in-game. This is separate from ordinary player combat. | * '''[[Void Boss Combat|Boss combat]]''' targets an active void boss. Commander assignment is optional. Relevant [[Fleet Tactics]] research and operation controls can provide analysis and tactic choices before arrival; use the choices actually offered in-game. This is separate from ordinary player combat. | ||
The starting colony is normally not a valid destination for its own fleet; local debris extraction is the exception. Normal flights have a minimum duration of 60 seconds. Local debris extraction has a minimum of 120 seconds, so collection is not instantaneous even at home. [[Subspace Drives]] and navigation bonuses affect travel; use the displayed calculation for your actual route. | The starting colony is normally not a valid destination for its own fleet; local debris extraction is the exception. Normal flights have a minimum duration of 60 seconds. Local debris extraction has a minimum of 120 seconds, so collection is not instantaneous even at home. [[Subspace Drives]] and navigation bonuses affect travel; use the displayed calculation for your actual route. Each game server can also set a '''ship speed''' factor, shown as "Ship speed" on the server list, that scales all flight times. It does not change distance or fuel use. | ||
== Fleet Operation Center: every movement section == | == Fleet Operation Center: every movement section == | ||
Latest revision as of 13:26, 22 October 2026
Fleet Operations
A fleet in VoidVerse is a selection of ships sent from one colony on one mission. Ship Assembly explains how to design and build those ships; this guide explains how to assign available ships, launch them and follow the operation. The Fleet and Fleet Movement game-section pages provide quick navigation references.
Before composing a fleet
Select the colony you want to launch from. Only ships already available at that colony can be assigned: a saved blueprint, an unfinished shipyard order or ships still travelling are not available inventory. The composer lists active ship blueprints with a positive local ship count. Civilian ships and combat ships are grouped separately; you can combine designs in one dispatch when the mission permits it.
Check the Fleet slots counter. Outbound and returning fleets occupy command slots, so recalling a fleet does not immediately free its slot. Current base capacity is 3; combined Command Center levels on owned colonies in the world add one slot per three levels, and government bonuses can modify capacity. A Command Center is not required for your first dispatch.
You need SEM at the launch colony for fuel. The SEM Factory and Resources guides explain production. Ship components are unlocked through research when you design the blueprint; fleet composition itself selects existing ships rather than buying new ones.
Step 1: Ships
- Open the game's Fleet Command Center through Fleet, or a fleet shortcut in Galaxy. Confirm the origin colony and any preselected target.
- Enter the quantity to assign from each available design. Use the ship-count controls or Select all when appropriate; leave ships at home if you want them available for defense or another mission.
- Review Fleet overview: cargo, minimum and maximum speed, hull, shields and physical/energy damage update with the selection. Roles help distinguish transports, extractors, combat ships and armed raiders, but the actual component stats determine what the fleet can do.
- For a debris target, Compose E-Fleet selects available extractor ships for the field. If capacity is insufficient, the interface can select the available extractors for partial recovery. Check the resulting quantities yourself.
- Choose Choose target to continue. No ships leave during this first step.
A mixed fleet travels at the slowest selected ship's positive flight speed, adjusted by the chosen engine percentage and navigation bonuses. Adding a fast escort does not make a slow transport travel faster. Cargo is the combined capacity of the assigned ships; weapons and cargo should suit the intended task.
Step 2: Target & launch
- Give the task fleet a recognizable name. Choose an owned colony, enter a full coordinate in the displayed system-and-planet format, or use an available Counterattack report to select a previous attacker's origin. A report shortcut selects a destination; it does not guarantee a safe or permitted counterattack.
- Review the resolved target and available mission cards. Mission availability depends on ownership, debris, bosses and combat protections. Selecting a coordinate does not override those checks.
- Choose Engine speed from 5% to 100% in 5% steps. A lower setting lengthens travel and reduces the speed-related fuel cost; compare the updated arrival and fuel figures before deciding.
- If the chosen mission supports cargo, enter the resource amounts or collection strategy. For transport or stationing, SEM fuel is deducted before loaded SEM is checked, so reserve enough for both.
- A Commander assignment is available for Boss combat only. Choose an available owned commander or no commander; an ordinary raid does not accept a commander assignment.
- Review Status, Fleet summary, Arrival and Selected fleet, then press Launch fleet. The server checks the current ships, resources, capacity, fuel, slots and target conditions again. A failed check prevents that launch; correct the warning and try again.
Launch sends the fleet immediately. The arrival display is an estimate, not a scheduling control for a future departure or a promised exact arrival. You can return to Ships to change the composition before launching.
Mission types
- Attack targets another player's colony when protection permits it. Combat resolves on arrival; surviving ships can return with loot. Scout first through Surveillance and read Reports. See Player Combat for firing order, damage and critical survival. Buildings are not loot, cargo limits recovery, and a powered Resource Bunker can reduce available loot.
- Feint is shown as a separate mission, but the current implementation sends it through the same player-combat and loot resolution as Attack. Treat it as a combat commitment with possible losses, not a harmless bluff.
- Station sends ships and any loaded resources to a colony you own, a colony of a member of your alliance, or the Dyson Ring of an alliance member (or your own) at a star. The ships remain there instead of making an automatic return journey and help defend the location. You cannot station at the colony of a player outside your alliance.
- Transport delivers loaded resources to a player-owned colony, your own or another player's, then returns the ships. It is the default mission when you select one of your own colonies. Loaded amounts must fit the hold and be available at the origin. Transports to members of your own alliance travel faster thanks to the alliance's Alliance Network skill-tree bonus.
- Extract recovers debris. Every selected ship must have an extractor module when a debris field is present. Recovery happens on arrival, is limited by cargo and remaining debris, and the fleet returns afterward. A field at the launch colony itself can also be extracted.
- Collect retrieves ordinary resource stock from another colony you own and brings it home. It works only on your own colonies, never on another player's. By command requests the entered resource amounts; Max. even distributes capacity across available resources; Max. valued fills by priority, SEM first, then Iopla, Crlit and Aslit. The entered amounts are pickup instructions, not cargo taken from the launch colony.
- Excursion sends a fleet to an eligible unowned location for exploration. Results and any rewards depend on the excursion, and carried rewards must fit cargo. Only your first three successful excursions in any 24 hours pay full rewards; see Excursions. It is a separate mission from extracting an already visible debris field.
- Boss combat targets an active void boss. Commander assignment is optional. Relevant Fleet Tactics research and operation controls can provide analysis and tactic choices before arrival; use the choices actually offered in-game. This is separate from ordinary player combat.
The starting colony is normally not a valid destination for its own fleet; local debris extraction is the exception. Normal flights have a minimum duration of 60 seconds. Local debris extraction has a minimum of 120 seconds, so collection is not instantaneous even at home. Subspace Drives and navigation bonuses affect travel; use the displayed calculation for your actual route. Each game server can also set a ship speed factor, shown as "Ship speed" on the server list, that scales all flight times. It does not change distance or fuel use.
Fleet Operation Center: every movement section
After launch, open Fleet Movement, titled Fleet Operation Center in-game. The current interface uses operation groups rather than a tab bar. Groups with no relevant activity may be hidden:
- Incoming Attacks: hostile fleets approaching your colonies. Where offered, launch a counterscan to gather intelligence; it is not a recall command for the enemy fleet.
- Incoming Friendly Transports: resource deliveries from other players.
- Fleet movements: your active outbound and returning fleets. Inspect origin, target, timing and available controls. Boss analysis/tactic controls appear only for the relevant operation and research state.
- Colonization flights: colony ships travelling to establish ownership. These are launched through the colonization workflow in Galaxy, not by choosing a normal composer mission named Colonize.
- Spy operations: espionage probes and intelligence missions launched through their own controls, including Surveillance.
- Rocket flights: strategic rockets launched through Rocket Silo. A rocket's Self-destruct action is different from fleet recall and does not recover the rocket.
- Planet surveys: survey probes travelling to their target and generating their report on arrival. Start these through the planet-survey controls in Galaxy.
The separate probe, survey, rocket and colonization entries do not mean these units can be assigned as ordinary ship blueprints in the fleet composer. Read the progress card and mission-specific actions. Arrival messages and combat reports can also be reviewed in Inbox and Reports.
Return and recall
Transport, collection, extraction, excursion and surviving combat fleets normally return to their origin after resolving the mission. Their ships and carried resources become available at that colony when the return completes. Stationing instead adds the ships to the destination's local inventory.
Recall is available for your own fleet while its status is outbound/dispatched. It changes the fleet to a return journey; it does not teleport ships home or refund spent fuel. Return time on recall is based on time already spent outbound, with the local extraction minimum still applying. A fleet already returning cannot be recalled again. Recall before a Collect pickup clears the requested collection amounts rather than creating cargo that was never collected.
Combat protections are checked again when player combat arrives, so changed target eligibility can prevent the battle. A changing field, stock level, defense or fleet composition can also change the result between launch and arrival. Watch the operation and consult current reports instead of assuming the preview reserves resources or fixes the outcome.
Design and build ships · Fleet section reference · Movement section reference · Back to the wiki home
Resource references: Aslit · Crlit · Iopla · SEM · G.E.L.D. · Resource overview