Support Vessel: Difference between revisions
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| realm = 4 | | realm = 4 | ||
| category = Support | | category = Support | ||
| role = Fleet Sustain | | role = Field Repair / Fleet Sustain | ||
| deployment = Space | | deployment = Space | ||
| attack = 1500 | | attack = 1500 | ||
| Line 20: | Line 20: | ||
== Overview == | == Overview == | ||
The '''Support Vessel''' | The '''Support Vessel''' is a Realm 4 sustain hull. Surviving Support Vessels restore combat ships during battle through '''field repairs''' — each vessel brings back at most one combat ship per round (battle reports show repair totals when they contribute). | ||
== Special capabilities == | |||
=== Field repairs === | |||
* Each surviving Support Vessel restores '''at most one''' friendly combat ship per combat round (after damage) | |||
* The field-repair hull budget is shared by all surviving vessels, so several vessels together can restore a heavy hull (e.g. a [[Titan]]). That ship still uses only one per-round slot | |||
* '''Allies too''' — in FCS attacks and when stationed as a guardian, your vessels also repair other players' ships on your side. Your own losses come first: up to '''80%''' of your vessels (rounded in your favour) repair your ships using your '''full''' repair capacity, so a heavy hull is never skipped to save room for allies. The other '''20%''' repair allies with the capacity left. Every player's own repairs happen before anyone's ally repairs | |||
* Nothing is wasted on the split: with no losses of your own, all your vessels and capacity repair allies; alone in a battle, or with no allied losses, all repair your ships; anything allies cannot use comes back to you. Fewer than 5 vessels means none are kept for allies, though leftover capacity still helps them | |||
* Built for long PvP, expeditions, and FCS fights where attrition matters | |||
* Pair with screened capitals ([[Carrier]]) so repairs are not deleted in the opening volley | |||
=== Fleet buffs === | |||
Late-game sustain and expedition support — treat it as a rear-line investment, not a frontliner. | |||
== Strategic Use == | == Strategic Use == | ||
* | * Essential in prolonged capital fights and deep expedition fleets | ||
* | * Protect with screens and tanks; a dead repair ship stops contributing immediately | ||
* | * Check battle reports for field-repair lines to judge whether you brought enough | ||
* Minimum build time: 200 ms per vessel ([[Shipyard#Minimum build time|Minimum build time]]) | |||
== References == | |||
* [[Fleet Combat]] — reading combat and sustain | |||
* [[Carrier]] — rapid fire screen for the ships you are repairing | |||
* [[Expeditions]] — long-duration PvE fleets | |||
* [[Player Classes]] — class synergies in FCS | |||
Latest revision as of 15:03, 7 October 2026
| Support Vessel | ||
|---|---|---|
| Realm | 4 | |
| Category | Support | |
| Role | Field Repair / Fleet Sustain | |
| Deployment | Space | |
| - | Combat Stats | |
| Attack | 1500 | |
| Defense | 7800 | |
| Shield | 4800 | |
| Speed | 100 | |
| Target Priority | 3 | |
| - | Logistics | |
| Cargo Capacity | 1500 | |
| Fuel Consumption | 50 | |
| - | Build Info | |
| Build Time | 13332400s | |
| Cost | 125000 Quartz, 120000 Iridium, 140000 Silicium, 70000 Elerium | |
| - | Special | |
| Special Abilities | Field Repairs Fleet Buffs | |
| Rapid Fire | None | |
Overview
The Support Vessel is a Realm 4 sustain hull. Surviving Support Vessels restore combat ships during battle through field repairs — each vessel brings back at most one combat ship per round (battle reports show repair totals when they contribute).
Special capabilities
Field repairs
- Each surviving Support Vessel restores at most one friendly combat ship per combat round (after damage)
- The field-repair hull budget is shared by all surviving vessels, so several vessels together can restore a heavy hull (e.g. a Titan). That ship still uses only one per-round slot
- Allies too — in FCS attacks and when stationed as a guardian, your vessels also repair other players' ships on your side. Your own losses come first: up to 80% of your vessels (rounded in your favour) repair your ships using your full repair capacity, so a heavy hull is never skipped to save room for allies. The other 20% repair allies with the capacity left. Every player's own repairs happen before anyone's ally repairs
- Nothing is wasted on the split: with no losses of your own, all your vessels and capacity repair allies; alone in a battle, or with no allied losses, all repair your ships; anything allies cannot use comes back to you. Fewer than 5 vessels means none are kept for allies, though leftover capacity still helps them
- Built for long PvP, expeditions, and FCS fights where attrition matters
- Pair with screened capitals (Carrier) so repairs are not deleted in the opening volley
Fleet buffs
Late-game sustain and expedition support — treat it as a rear-line investment, not a frontliner.
Strategic Use
- Essential in prolonged capital fights and deep expedition fleets
- Protect with screens and tanks; a dead repair ship stops contributing immediately
- Check battle reports for field-repair lines to judge whether you brought enough
- Minimum build time: 200 ms per vessel (Minimum build time)
References
- Fleet Combat — reading combat and sustain
- Carrier — rapid fire screen for the ships you are repairing
- Expeditions — long-duration PvE fleets
- Player Classes — class synergies in FCS
