Farreach
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Fleets

Fly with up to 50 pilots under one boss, with broadcasts, a fleet slip, shared bounties and scanned sites, a Fleet channel and a Fleet voice net.

A fleet is a group of pilots flying together for a session: up to 50 pilots in squads of up to 10, led by a boss. A fleet gets its own chat channel and voice net, can split bounties and site bonuses, shares sites its members scan down, and can slip as one when the boss calls it. Anyone with a pilot can form one, and you don't need to share a syndicate.

Steps

  1. Open the fleet window with AltF, or the Fleet button on the Commbar. Open the fleet windowPlay to try this
  2. Invite a pilot: type their name in the invite field, or right-click their ship, their Scope row or their name in the Local member list and choose Invite to fleet. Inviting while you're not in a fleet forms one, with you as boss. Show mePlay to try this
  3. The pilot accepts within 60 seconds and joins your squad.
  4. Call the fleet with the broadcast bar. Show mePlay to try this

Roles and squads

  • Boss: leads the whole fleet. Invites, kicks anyone, drags pilots between squads, adds and renames squads, sets squad commanders, writes the fleet's message of the day, picks the reward split, and can hand the fleet to someone else or disband it.
  • Squad commander: one per squad, optional. Invites, kicks plain members of their own squad, and gives orders to their squad.
  • Member: everyone else.

A new pilot joins the inviter's squad, or the first squad with room. If the boss leaves, or is offline for a minute, the fleet passes to a squad commander who is online, else to the pilot who has been in it longest. A pilot who logs off stays in the fleet for 10 minutes, and comes straight back in if they log in again.

The fleet window

Members are grouped by squad, with role badges, hull and ship, and where each pilot is: another system, docked, or the distance from you. Fleet mates on grid (in your system, in space, within 200 km) show shield, armor and hull bars. Right-click a row to slip to or approach them, add them to your watchlist (up to 5 pilots, shown by your ship's status), or, as a commander, move or kick them.

Broadcasts

BroadcastWho can send itPoints at
Align to …Boss, squad commandersYour selected object
Target …Boss, squad commandersYour selected ship; it becomes the fleet primary
Hold positionBoss, squad commandersYou
Regroup on meBoss, squad commandersYou
Need shield, Need armorAnyoneYou

The boss's broadcasts and every call for repairs reach the whole fleet. A squad commander's orders reach their squad and the boss. Pilots in the same system see a pulsing marker in space for 20 seconds and hear a short radio chirp; everyone sees the line in the feed. You can broadcast once every 2 seconds.

The primary gets a red reticle and a PRI tag on its bracket and Scope row for everyone in that system, until it dies or leaves.

Fleet slip

The boss selects a destination and presses Fleet slip. Show mePlay to try this

  • Every member on grid of the boss gets a 5 second countdown, then slips to the target with the boss.
  • To stay behind, press Stay on the banner, or give any movement order during the countdown.
  • A ship that's scrambled or disrupted can't slip and is told why. A capital that is spooling a gate jump is left out, so its spool isn't lost. A fleet slip never jumps a gate.

Rewards and scans

Off (the default)Equal
NPC bountyThe killer gets itSplit equally among fleet mates on grid of the kill; the killer keeps the odd LUM
Combat site bonusThe pilots who damaged the guardiansThem plus their fleet mates on grid of the site

A system's claim owner still takes its bounty levy from each share. When anyone in the fleet scans a signature down to 100 %, its site appears for every fleet mate in that system, and pilots who join later get the fleet's sites there too.

Chat and voice

The Fleet channel opens in chat as soon as you join, with the boss's message of the day. With voice on, hold N to talk on the Fleet net: every fleet mate with voice, anywhere in the Reach. Fleet is push-to-talk only. On a phone, slide the talk button to the left.

Fleets and the law

Careful

Being in the same fleet doesn't make an attack lawful. Shooting a fleet mate in Core space is an unprovoked attack like any other: you become a criminal, lose conduct, and the Wardens come. It's only lawful if you're in a duel, in the same syndicate, they're flagged, or they shot you first. Fleet mates never auto-retaliate against each other.

Sovereignty

In a command-node contest, each node shows how many of your fleet mates are inside its capture ring. Sides still come from the claim owner's syndicate, not from the fleet.