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Support Vessel: Difference between revisions

From Per Regna
Sync ship catalog stats (Support Vessel)
Tag: Reverted
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  | realm = 4
  | realm = 4
  | category = Support
  | category = Support
  | role = Fleet Sustain / Repair Platform
  | role = Field Repair / Fleet Sustain
  | deployment = Space
  | deployment = Space
  | attack = 1500
  | attack = 1500
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  | buildtime = 13332400s
  | buildtime = 13332400s
  | cost = 125000 Quartz, 120000 Iridium, 140000 Silicium, 70000 Elerium
  | cost = 125000 Quartz, 120000 Iridium, 140000 Silicium, 70000 Elerium
  | abilities = Field Repairs Fleet Buffs
  | abilities = Field Repairs<br>Fleet Buffs
  | rapidfire = None
  | rapidfire = None
}}
}}


== Overview ==
== Overview ==
The '''Support Vessel''' provides sustain mechanics for extended engagements and deep expeditions.
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 ==
* Enables prolonged fleet survivability
* Essential in prolonged capital fights and deep expedition fleets
* High synergy with Heavy Cruisers and Titans
* Protect with screens and tanks; a dead repair ship stops contributing immediately
* Not designed for direct frontline combat
* 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