Support Vessel: Difference between revisions
From Per Regna
More actions
Local CI auto-sync from Support_Vessel.wikitext |
Local CI auto-sync from Support_Vessel.wikitext |
||
| Line 26: | Line 26: | ||
* Each surviving Support Vessel restores '''at most one''' friendly combat ship per combat round (after damage) | * 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 | * 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. '''80%''' of your vessels (rounded in your favour) repair your | * '''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 | * 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 | * Pair with screened capitals ([[Carrier]]) so repairs are not deleted in the opening volley | ||
Revision as of 10:00, 5 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
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
