FleetCoordinationSystem (FCS)
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Overview
Fleet Coordination System (FCS) lets an alliance officer open an outgoing attack so allies can attach their own fleets to the same target. When every fleet in the group has reached the target, they fight one combined battle against the defender.
In the fleet UI this appears as:
- Solo attack โ standard attack, no allies can join
- Open to alliance โ coordinated attack rally
FCS is attack-only. Same-alliance members can always join an open rally. Members of an allied alliance can join only when the lead fleet has Allow inter-alliance participation enabled.
Starting a Coordinated Attack
Who can open a rally
Only alliance officer, deputy, or leader can start an FCS rally. Regular members can join, but cannot open one.
The feature must also be active for that player (FCS feature access).
At launch
When launching an attack, the leader can:
- Toggle Open to alliance to make the fleet joinable.
- Optionally enable Allow inter-alliance participation (allied alliances may join).
- Set Max delay if allies join late (see ETA & Delay Logic).
If no allies join before arrival, the attack resolves as a normal solo attack โ FCS grouping only affects combat when at least one ally participates.
Defender notification
The target is notified when the leader launches, using the leaderโs original ETA. Ally fleets joining later do not send additional incoming-attack notifications.
Alliance members receive a rally notification when a coordinated attack is created.
Joining a Rally (Participation)
Alliance members (and, if enabled, members of an allied alliance) can join an open rally from the fleet list (FCS filter) while the lead fleet is still traveling.
Requirements to participate
| Requirement | Details |
|---|---|
| FCS enabled | Feature must be active for the joining player |
| Alliance access | Active membership in the leaderโs alliance, or an allied alliance when the leader enabled inter-alliance participation |
| Same realm | Same realm level as the attack leader |
| Attack still open | Lead fleet must be traveling, mission type attack, participation not locked |
| Not the leader | You cannot join your own rally |
| One fleet per player | Only one fleet per player per rally |
| Rally not full | Default max: 2 allies (server-configurable). Pirate boss rallies use higher caps โ see Pirate Bosses |
| Boss tonnage (boss targets only) | Lead and joiners must meet the realm minimum fleet tonnage (see below) |
| ETA rules | Your fleet must be able to join without breaking the leaderโs max-delay setting |
Pirate boss minimum tonnage
Against a boss-tier pirate stronghold, every fleet in the rally (leader and joiners) must meet a minimum total ship tonnage for that realm:
| Realm | Minimum tonnage |
|---|---|
| 1 | 100,000 |
| 2 | 1,000,000 |
| 3 | 10,000,000 |
| 4 | 1,000,000,000 |
Bosses primarily appear in Realms 3โ4. This uses tonnage (not attack power) so defensive fleets still qualify if they commit enough mass. Details: Pirate Bosses.
What happens when you join
- Your fleet attaches to the initiatorโs attack.
- Alliance members are notified that someone joined.
Locking & Unlocking Participation
Only the attack leader can lock or unlock the rally while the lead fleet is still traveling.
- Lock โ no new allies can join. Existing participants are unaffected. Does not change group ETA or start the battle early.
- Unlock โ reopen the rally to new joiners (while still traveling and not yet fought).
Use lock when you are happy with the current lineup and want to stop late joiners.
ETA & Delay Logic
FCS synchronizes every fleet in the group to a single group arrival time. All members share the same ETA shown on fleet cards.
Key concepts
| Term | Meaning |
|---|---|
| Initial lead arrival | The leaderโs original ETA at launch. Stored permanently and used as the delay baseline. |
| Current group arrival | The synchronized ETA for the whole group. Can move later, never earlier than the current group ETA when someone joins. |
| Natural travel time | How long each fleet would take to reach the target on its own, from departure. Stored per fleet. |
When an ally joins
new group arrival = max(current group arrival, ally's natural arrival from now)
- A faster ally does not make the group arrive sooner.
- A slower ally pushes the group ETA later so everyone arrives together.
Max delay settings
Set by the leader at launch:
| Setting | Behavior |
|---|---|
| 0 min | No delay allowed. If an ally cannot arrive by the current group ETA, join is rejected. |
| 15 / 30 / 45 min | Group arrival cannot be later than initial lead arrival + that many minutes. |
| Unlimited | No cap on how late the rally can be pushed by slow allies. |
Examples
Example A โ faster ally joins
- Group ETA: 12:10
- Ally would arrive at 12:05
- Result: Group stays at 12:10
Example B โ slower ally joins
- Group ETA: 12:00
- Ally would arrive at 12:10
- Result: Group moves to 12:10
Example C โ max delay exceeded
- Initial lead arrival: 12:00
- Max delay: 15 min (cap at 12:15)
- Ally join would push group to 12:20
- Result: Join rejected
When a participant recalls
If an ally recalls while traveling:
- They are detached from the group.
- Whether the group ETA is recalculated depends on what you are attacking (see below).
Against players and alliances the group ETA is sticky: it never moves earlier than the time already set, even if the slowest fleet leaves. This stops a rally from using a slow "bait" fleet to set a late ETA and then recalling it to strike sooner than the defender was told.
Against PvE targets the ETA stays dynamic and is recalculated from the remaining members' natural travel times โ so it can move earlier when the slowest fleet leaves.
| Target | ETA after a recall |
|---|---|
| Another player's colony | Sticky โ never moves earlier |
| Alliance-held system center | Sticky โ never moves earlier |
| Wakeheart (Riftwake Incursion) | Sticky โ counts as AvA |
| Pirates and pirate bosses | Dynamic โ can move earlier |
| Unclaimed system holders | Dynamic โ can move earlier |
| Riftwake Siphon Spines | Dynamic โ can move earlier |
Joining always works the same way on both: a late joiner can only push the group ETA later, never earlier.
Battle start timing
The battle does not start when the first fleet arrives. It starts only when:
- Every fleet in the group has reached its synchronized arrival time, and
- All members are still in active coordination (traveling or arrived / waiting on mission).
Fleets that have arrived early wait until the full group is ready.
Recalling Fleets
Leader recalls
- All participant fleets are automatically recalled (cascade recall).
- The rally is cancelled.
- Alliance is notified.
Participant recalls
- Only that playerโs fleet returns.
- Group ETA is recalculated for remaining members.
- The rally continues if the leader and other participants remain.
Return trip
Coordination only applies on the way out. Every fleet flies home on its own travel time โ its own drive research, its own slowest ship โ never the group ETA. A fast fleet that waited two hours for a slow rally still gets its own one-hour trip home.
| When it leaves | Time home |
|---|---|
| After the battle | Its own full travel time |
| Recalled while travelling | Its own travel time ร how far along the group schedule it got |
| Recalled from the rally (already arrived) | Its own full travel time |
| Sent home because the rally already resolved | Its own full travel time |
Fuel refund
A recalled fleet gets back the share of its launch fuel it had not yet burned, measured by how far along the group schedule it was when recalled. The refund can never be more than the gas charged at launch: a fleet recalled at once gets it all back, one recalled at the target gets none. A fleet whose join was rejected after launch never flew, so it is refunded in full.
Combat Resolution
When the full group is ready, all attacker fleets are combined into one battle simulation.
Combined attack
- Each participantโs ships fight together as separate attacker entries in the same battle.
- Defender ships, stationed fleets, colony defenses, and hangar protection apply as in a normal attack.
- Support Vessels repair across the group: 80% of each participant's vessels repair their own losses first, 20% repair other participants' losses first, and idle vessels help the other group.
- War fatigue on loot is calculated from the lead attackerโs protection status against the defender.
- If any participant cannot legally attack the target (e.g. protection rules), all fleets in the group are recalled and no battle is fought.
Attack protection & war fatigue
- Loot reduction from war fatigue uses the leaderโs fatigue multiplier.
- If the defender suffers significant losses (5%+ ships/defenses or any loot taken), each participant may have the attack recorded against them for war-fatigue purposes individually.
Loot Distribution
On victory, total loot is calculated from the defenderโs colony (subject to war fatigue and available resources), then split among participants.
Contribution score
Each fleet earns a contribution weight:
contribution = (fleet power sent + damage done + cargo capacity) ร class loot multiplier
Where:
| Factor | How itโs calculated |
|---|---|
| Fleet power sent | Sum of (attack + defense) ร ship count for each ship type in that fleet
|
| Damage done | Share of total attacker damage, proportional to that fleetโs fleet power |
| Cargo capacity | That playerโs fleet cargo capacity (ships + bonuses) |
| Class loot multiplier | Personal class bonus on the contribution weight (see below) |
Class loot multipliers
| Class | Multiplier |
|---|---|
| Warlord | ร1.2 |
| Guardian | ร1.1 |
| Explorer | ร1.1 |
| Industrialist | ร1.0 |
Mixed-class synergy
If the rally includes 2 or more distinct player classes, the group loot pool gains a bonus:
- +2.5% per distinct class in the group
- Capped at +10% total
Example: three different classes โ +7.5% group loot access before the share split.
your loot shareย % = your contribution / sum of all contributions
Each resource type is allocated with floor() (rounded down). Small remainders may be left unassigned due to rounding.
Practical implications
- Bigger, stronger fleets earn more loot.
- Fleets that deal more damage earn more loot.
- Fleets with more cargo capacity earn a larger share (even before cargo limits are applied on return).
- Class choice and mixed-class composition both matter.
- On defeat, participants keep their original cargo (no loot gained).
- If a fleet is destroyed in combat, its loot share is lost with the fleet.
Ship Loss Distribution
Attacker ship losses from the combined battle are split back to each fleet by ship type, proportional to how many of that ship type each fleet sent.
your losses of ship X = round(total losses of X ร your count of X / total count of X)
Losses are capped so a fleet cannot lose more ships than it sent.
Each participant receives:
- Their own battle report
- Their own return fleet with remaining ships and their loot share
- A push notification for victory or defeat
The defender sees one combined battle report with all attacker fleets merged.
Debris & Moons
- Debris is generated from the combined battle as a single field (attributed to the lead fleet for harvest purposes).
- Moon creation checks run on the defenderโs planet as in a normal attack.
Limitations Summary
| Topic | Limit |
|---|---|
| Mission types | Attack only |
| Who can start | Alliance officer, deputy, or leader |
| Allies per rally | Default 2 (server-configurable; higher for pirate bosses) |
| Fleets per player per rally | 1 |
| Who can join | Same alliance (always); allied alliance if leader opts in; same realm; not the leader |
| Join window | While lead is traveling and participation is not locked |
| Max delay presets | 0 / 15 / 30 / 45 min / Unlimited |
| ETA | Synchronized across group; joining can delay, never hasten |
| Solo open rally | If nobody joins, behaves like a normal solo attack |
| Notifications | Defender notified once (on leader launch) |
| Pirate targets | Supported; boss rallies also enforce min tonnage โ see Pirate Bosses |
Quick Reference: Player Actions
| Action | Who | When |
|---|---|---|
| Open rally | Officer / deputy / leader | At attack launch |
| Allow inter-alliance | Leader | At launch or while traveling (settings) |
| Set max delay | Leader | At attack launch |
| Join rally | Ally (or allied alliance if allowed) | While traveling & unlocked |
| Lock / unlock rally | Leader | While traveling |
| Recall (cascade) | Leader | Recalls everyone |
| Recall (solo) | Participant | Leaves rally, others continue |
Glossary
| Term | Definition |
|---|---|
| Lead fleet | The initiatorโs attack fleet with alliance join enabled |
| Participant fleet | An ally fleet attached to the lead fleet |
| Group arrival time | Shared ETA for the entire coordinated attack |
| Rally | A coordinated attack with the alliance join option enabled |
| Lock rally | Leader closes the rally to new participants |
| Inter-alliance participation | Optional lead setting that lets members of an allied alliance join |
References
- Pirate Bosses โ boss rallies, participant caps, min tonnage
- Player Classes โ class loot multipliers on FCS
- Fleet Combat โ attack rules, war fatigue, hangar protection
- Fleet Stun โ hangar and recovery after combat
- Alliances โ roles, diplomacy, allied alliances