Player Fleets

### Commander Points

You earn Fleet Commander points by defeating enemies whose level is around (not lower than 5 points or 20%) of the value you have in the Commander Points, while you have a fleet. For example: if you have Fleet Commander 20, you can improve it by defeating enemies level 15 or higher with your fleet. If you have 40, defeating enemies level 32 (80% of 40) or higher will do it. Defeating enemies higher level than you is much more effective. Additionally, silver stars are worth 2 and gold stars are worth 5. As for all knowledge, improving high levels takes longer than lower ones.

Mercenaries count as having a fleet, but do not require Fleet Commander Points to hire. So they can be used to add to your fleet or begin getting the beginning points before you are using your own ships. Fleet Commander (Knowledge) points must be spent on your ships in order to make them a part of your fleet. The costs are as follows:

  Dreadnought  | 40

Depending on how many Commander Points you have you can add certain ships to your own fleet. For example, you have 50 Fleet Points to spend, you can get 50 points worth of ships in your fleet (not counting mercenaries). This can range from 5 frigates (=50 points) to 1 Dreadnought and 5 shuttles (=50 points).

There are ways to increase these points and therefore the amount of ships you can put in your own fleet, for example:

* The Experience perk Command gives a Bonus to Fleet Commander +2
* All Syndicate ships have a bonus to Fleet Commander +2
* The Skill Leadership gives a bonus to Fleet commander +10

### Adding a Ship to your Fleet

Picture 1: You buy or have a space ship you aren't using as your main ship. Then when this ship is docked at the station, you can click on 'add to fleet'. At which point you will be asked to place a pilot in the ship. If you don't have a pilot you cannot add a ship to your fleet. So you'll have to find a good pilot to put in the ship.

Picture 2: Once you've add the ship to your fleet, you can then see the ship on your Fleet tab (third tab in your ships inventory) and you can see the button 'dock' and 'Rename'. Here i've renamed the V2F-A to Alpha. You can also 'dock' the ship back to the station.

Picture 3: Once docked the ship is relatively safe (unless the station gets destroyed) and won't join you. If you decide to 'launch' agin it'll join you. By removing from fleet you can put it entirely back into the station and you can change its gear or even be that ship by swapping ships, the pilot gets removed from the ship. If you want to use the ship as a fleet ship again you'll have to begin from picture 1 the first step.

### Fleet Ship Roles and Behaviour

You can assign your ships different roles and change they flying behaviour to adjust your fleet to what you want. These roles determines how your fleet ships acts. You can see and change the roles, behaviour and the basic Hull (health), Energy, shield, level and the amount of ships in your fleet from the Fleet Control panel that will be in the upper right corner of your screen (keyboard 'Z' opens this up as well).

On the Fleet Control panel you have several options, the upper 5 buttons (from left to right):

1. Order fire at your target (makes your fleet ships shoot, even at non-hostiel neutral target for example.
2. Order Hold Fire (stops your fleet ships from firing for 5 seconds, if they are still attacked they will resume defending themselves).
3. Distance (the distance the ships have from your own ship, ranges from 20 to 120. the higher the number the further away they fly from you).
4. Launch all ships (releases all fleet ships from the nearby station to join you in space).
5. Dock all Ships (docks all nearby ships at the nearby station, by doing this they will use your credits to repair themselves or buy ammo or drone parts for themselves, this process will always use up your own money).

You can see the Hull (green bar), Energy (dark blue bar) and the Shield (Cyan blue bar) of your fleet ships just below the name of each ships going from left to right. You also see the following roles your ships can have:

1. Damage Dealer (Cannon pictogram)
2. Repair (Wrench pictrogram with green plus signs around it)
3. Mining (Drill pictrogram)

By clicking these roles, you'll cycle trough them. The screwdriver and wrench pictogram is again the 'Dock' option, but this time it allows you to dock only 1 ship instead of the entire fleet.

The last pictogram is a bit special since it'll open the fleet Ship Behaviour Panel.

If you click this pictogram, you'll open the Behaviour Panel for each individual ship to costumize some of their doing in combat.

### Basic Fleet Ship Equipment:

* Reactors
* impuls Drives
* Warp Drives (for emergency warping, the smallest ones will suffice so you keep room for other things)
* Speed Boosters
* Gyroscopes
* Lateral thrusters (smaller versions are often enough)
* Inertial stabilizers (the bigger the fleet ship, the better this equipment becomes for that ship)
* Shield (be carefull it is set at 100%)
* Armor (So your ships won't die)
* Battle Computer (the other computers won't add anything to your fleet ships and only drain energy)
* Astroid Analyzer (if your fleet is made for mining)
* Heat Sinks (Less heat generated = more constant weapon usage)

A lot of other equipment isn't needed so you have more room to build them a bit more sturdy.

Useless equipment for your Fleet Ships include:

* Scanners, Tractor Beams, Warp Tow Array, Pathfinder computer, Debris Analyzer computer, Capacitors, Nitro Cooling, Hyper Cooling, Collection Beam, Cloacking Devices and Weapon Stabilizers.

### Additional information about player-fleets

* A crew can be assigned as the captain of your unused ships and those ships will become a part of your fleet using the ship, equipment and weapons on it.
* Fleet Captains will only use their Piloting and Gunner skills for now. No other crew members are currently needed.
* Energy control of your fleet ships can be set while refitting them at stations.
* They don't get benefits from your own personal skills/perks. They do however gain benefit from any bonus you have on your ship or crew that apply to your fleet. Most Carrier ships have these kind of bonusses.
* A warp drive allows ships in your fleet to use their Emergency Warp ability to warp in/out of the battle. So it works a bit different then from your warp drive. A certain special crew member (Tim 'the Insane') has some unique effects to this Emercency Warp ability.
* Larger Fleet ships fly poorly without inertial stabilizers – they don’t know how to use them properly. Large ships also have some troubles with docking, but there isn’t much you can do about that at the moment.
* Smaller Fleet ships, especially with good pilots, benefit greatly from lateral thrusters – when the pilot is skilled enough they know how to strafe and dodge.
* All Fleet ships will buy ammo or drone parts when they are either near a station or docked at one.
* Commanders of player fleet ships now apply all skill bonus effects to their ship (player character effects like 'market insight' will not apply though).
* Fleet Ships with a Warp Drive can now emergency warp to the nearest sector when their HP falls under a % threshold, which you can define from 0% (never warp) to 80% total hull points. After emergency warping, they need to be fully repaired before doing so again.
* Fleet Ships in another sector will wait and rejoin the fleet once you get there. They can also be called anytime to warp in and assist the player, if they have a warp drive.
* For now there is no range limitations for calling a fleet, which will serve as testing and will probably change in upcoming updates, or become perk bound, etc.
* There is a special crew role for fleets: Tactician, which affects your player fleet, with the following possible bonuses: Acceleration, Damage Resistance, Weapon Damage, Shield, Armor, Energy Generation, HP regeneration per 5 seconds, Bonus Fleet Commander.
* Player Fleet: Front facing turrets on small ships (up to Corvette) with no gunner assigned, are now manned by the copilot with 70% of his gunnery skill. If there is no co-pilot assigned, the pilot/captain gunnery is used instead, with 40% effectiveness.

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