Fleet Operations: Difference between revisions
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# Open the game's '''Fleet Command Center''' through Fleet, or a fleet shortcut in [[Galaxy]]. Confirm the origin colony and any preselected target. | # 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. | # 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 | # Review '''Fleet overview''': cargo, minimum and maximum speed, hull, shields, physical/energy damage and '''fleet power''' 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. | # 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. | ||
# A fleet can combine at most '''30 ship types'''. The selected-fleet panel counts them; at 30, the types not yet in the fleet are locked until you take one out, and '''Select all''' fills at most 30. | # A fleet can combine at most '''30 ship types'''. The selected-fleet panel counts them; at 30, the types not yet in the fleet are locked until you take one out, and '''Select all''' fills at most 30. | ||
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# 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. | # 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. | ||
# For '''Boss combat''' the target step also shows a '''battle forecast''': the damage your selected ships would deal on arrival, your remaining damage allowance, the ships you would lose, the loot and what it is all worth, calculated by the fight's own rules. It also warns when the boss would not answer your fleet because of your [[Void Resonance]]. See [[Void Boss Combat]]. | # For '''Boss combat''' the target step also shows a '''battle forecast''': the damage your selected ships would deal on arrival, your remaining damage allowance, the ships you would lose, the loot and what it is all worth, calculated by the fight's own rules. It also warns when the boss would not answer your fleet because of your [[Void Resonance]]. See [[Void Boss Combat]]. | ||
# The summary splits the flight time into '''solar flight''' and '''interstellar flight''' and shows the fuel total. If you have researched '''Void Propulsion''' in the [[Biolab]], the SEM it saves is shown under the fuel total. | |||
# 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. | # 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. | ||
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== Mission types == | == Mission types == | ||
* '''Attack''' targets another player's colony when protection permits it. Combat resolves on arrival; surviving ships can return with loot. Scout first | * '''Attack''' targets another player's colony when protection permits it (see [[Player Combat#Who can attack whom|who can attack whom]]). Combat resolves on arrival; surviving ships can return with loot. Scout first with a spy probe or an Argus probe (see [[Intelligence]] and [[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''' fights exactly like Attack: the same targets, player combat and loot resolution. It is not a harmless bluff. The defender sees it coming like any attack: it appears among incoming attacks, marks the planet as under attack, triggers [[Adjutant LYRA|LYRA's]] warning and can be counterscanned. Server maintenance recalls Feints in flight like attacks. | * '''Feint''' fights exactly like Attack: the same targets, player combat and loot resolution. It is not a harmless bluff. The defender sees it coming like any attack: it appears among incoming attacks, marks the planet as under attack, triggers [[Adjutant LYRA|LYRA's]] warning and can be counterscanned. Server maintenance recalls Feints in flight like attacks. | ||
* '''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 | * '''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. An '''alliance pact''' extends this to the members of the partner alliance: you can station at their colonies and Dyson rings as if they were in your own alliance (see [[Alliance Diplomacy]]). The ships remain there instead of making an automatic return journey and help defend the location. You cannot station at the colony of any other player. | ||
* '''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. | * '''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. | ||
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== Fleet Operation Center: every movement section == | == 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: | 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. | * '''Incoming Attacks''': hostile fleets approaching your colonies. Until a counterscan succeeds, an incoming attack shows only its target, its arrival time and ''Unknown attacker''; a successful counterscan reveals the attacker's name, origin, launch time and exact ships (see [[Intelligence#Counterscans|Counterscans]]). A counterscan is not a recall command for the enemy fleet. | ||
* '''Incoming spy probes''': other players' spy probes on their way to your planets, with sender and arrival time. You can hide this group in your settings; you still get an inbox message after each scan. | |||
* '''Incoming Friendly Transports''': resource deliveries from other players. | * '''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. | * '''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. | * '''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''': | * '''Spy operations''': your spy probes and counterscans, launched through their own controls (see [[Intelligence]]). Argus probes are followed on the [[Surveillance]] page. | ||
* '''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. | * '''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. | * '''Planet surveys''': survey probes travelling to their target and generating their report on arrival. Start these through the planet-survey controls in Galaxy. | ||
Revision as of 12:11, 3 November 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, physical/energy damage and fleet power 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.
- A fleet can combine at most 30 ship types. The selected-fleet panel counts them; at 30, the types not yet in the fleet are locked until you take one out, and Select all fills at most 30.
- 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.
- For an Excursion, set the Excursion risk from 0% to 50%: more finds and up to five times the rewards, against a chance to lose part of the fleet. See Excursions.
- If you tagged a wormhole, the Route box lets you choose between the direct flight and the wormhole. The wormhole option opens only when it is faster; it costs the same SEM and is used for the outbound flight only. Read its condition and any collapse warning before choosing it.
- 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.
- For Boss combat the target step also shows a battle forecast: the damage your selected ships would deal on arrival, your remaining damage allowance, the ships you would lose, the loot and what it is all worth, calculated by the fight's own rules. It also warns when the boss would not answer your fleet because of your Void Resonance. See Void Boss Combat.
- The summary splits the flight time into solar flight and interstellar flight and shows the fuel total. If you have researched Void Propulsion in the Biolab, the SEM it saves is shown under the fuel total.
- 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 (see who can attack whom). Combat resolves on arrival; surviving ships can return with loot. Scout first with a spy probe or an Argus probe (see Intelligence and 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 fights exactly like Attack: the same targets, player combat and loot resolution. It is not a harmless bluff. The defender sees it coming like any attack: it appears among incoming attacks, marks the planet as under attack, triggers LYRA's warning and can be counterscanned. Server maintenance recalls Feints in flight like attacks.
- 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. An alliance pact extends this to the members of the partner alliance: you can station at their colonies and Dyson rings as if they were in your own alliance (see Alliance Diplomacy). The ships remain there instead of making an automatic return journey and help defend the location. You cannot station at the colony of any other player.
- 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. A tagged wormhole can shorten long interstellar trips. 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. Until a counterscan succeeds, an incoming attack shows only its target, its arrival time and Unknown attacker; a successful counterscan reveals the attacker's name, origin, launch time and exact ships (see Counterscans). A counterscan is not a recall command for the enemy fleet.
- Incoming spy probes: other players' spy probes on their way to your planets, with sender and arrival time. You can hide this group in your settings; you still get an inbox message after each scan.
- 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: your spy probes and counterscans, launched through their own controls (see Intelligence). Argus probes are followed on the Surveillance page.
- 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