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FleetCoordinationSystem (FCS)

From Per Regna
Revision as of 10:50, 10 June 2026 by Admin (talk | contribs) (Created page with "== Overview == Fleet Coordination System (FCS) lets an attack leader open an outgoing attack to alliance members. Allies can attach their own fleets to the same target before the group arrives. 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 only available for attack mis...")
(diff) โ† Older revision | Latest revision (diff) | Newer revision โ†’ (diff)

Overview

Fleet Coordination System (FCS) lets an attack leader open an outgoing attack to alliance members. Allies can attach their own fleets to the same target before the group arrives. 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 only available for attack missions and can be participated only by alliance member or members of an ally alliance


Starting a Coordinated Attack

When launching an attack, the leader can:

  1. Toggle Open to alliance to make the fleet participatable.
  2. 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 leaderโ€™s 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 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
Same alliance Active membership in the leaderโ€™s alliance
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 config: fcs.maxParticipantSlots)
ETA rules Your fleet must be able to join without breaking the leaderโ€™s max-delay setting

What happens when you join

  1. Your fleet participates in the initiator attack fleet
  2. Alliance members are notified that someone joined.

Locking Participation

Only the attack leader can lock the rally.

  • Available while the lead fleet is still traveling.
  • Once locked, no new allies can join.
  • Existing participants are unaffected.
  • Locking does not change the group ETA or force the battle to start early.

Use this 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 leaderโ€™s 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.
5 / 10 / 15 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: 5 min (cap at 12:05)
  • Ally join would push group to 12:10
  • Result: Join rejected

When a participant recalls

If an ally recalls while traveling:

  1. They are detached from the group.
  2. Group ETA is recalculated from remaining membersโ€™ natural travel times.
  3. The ETA can move earlier if the slowest fleet left.

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 in traveling or onMission status.

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 playerโ€™s fleet returns.
  • Group ETA is recalculated for remaining members.
  • The rally continues if the leader and other participants remain.

Combat Resolution

When the full group is ready, all attacker fleets are combined into one battle simulation.

Combined attack

  • Each participantโ€™s 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.
  • War fatigue on loot is calculated from the lead attackerโ€™s 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 leaderโ€™s 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 defenderโ€™s 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

Where:

Factor How itโ€™s 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 fleetโ€™s fleet power
Cargo capacity That playerโ€™s fleet cargo capacity (ships + bonuses)

Share formula

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).
  • 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 defenderโ€™s planet as in a normal attack.

Limitations Summary

Topic Limit
Mission types Attack only
Allies per rally Default 2 (server-configurable)
Fleets per player per rally 1
Who can join Same alliance, same realm, not the leader
Join window While lead is traveling and participation is not locked
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; FCS battle flow applies

Quick Reference: Player Actions

Action Who When
Open rally Leader At attack launch
Set max delay Leader At attack launch
Join rally Ally While traveling & unlocked
Lock rally Leader While traveling
Recall (cascade) Leader Recalls everyone
Recall (solo) Participant Leaves rally, others continue

Glossary

Term Definition
Lead fleet The initiatorโ€™s attack fleet (isParticipatable = true)
Participant fleet An ally fleet linked via parentFleetId
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