Hello my friends!
I don;t know about you guys but I am REALLY looking forward to getting some fleets formed and seeing what we are capable of finding/destroying/capturing and I was just wondering what sort of fleet maneuvers we have planned for release. I have been digging around the lore looking for a good place to start myself and have come across a few areas of interest:
1. Odin, The Belt.
Contains all types of ore and gems in high quantities, lots of pirates to hunt, as well as a hidden pirate base to potentially sniff out and capture. Has some sort of Em environment hazard called arch charges(negated by shields?) Moderately Dangerous
2. Tiber, Everywhere.
Contains a heavy Vanduul presence and any large scale fleet operations here will likely require a beachhead and supply chain. Something we probably don't want to attempt until we've had at least a few weeks of fleet practice. Some of the richest salvaging fields can be found here and the planets host large regiments of Vanduul, potentially providing a source for stealing ships or equipment. Extremely Dangerous!
3. Pyro, Ruin Station.
Abandoned horizon station that is currently a pirate stronghold. This is probably one of the capturable stations that have been talked about but it would require beating some of the strongest pirate clans in the game, outside spider, to do it. A fairly juicy target due to close proximity to trade worlds but no other strategic value likely to be found in this system. Moderately Dangerous
4. Nyx, Asteroid Belts/Nebula
Pirate hunting mostly as well as a pirate station somewhere within to potentially claim. Not extremely interesting imo and plagued by nebula that distort sensors, this would make a good training ground to get our feet wet in fleet operations. Slightly Dangerous
5. Nul, Various Places.
Slavers to hunt and wrecks to salvage. Not too much interesting or unique about this system but another good place to train the fleet.
6. Taranis, Asteroid Belts
Taranis includes the location used in Arena Commanders broken moon map and the asteroid belts are notorious for being tricky to navigate. This would be a good place for our fighter pilots to test there chops as well as likely being a good place to practice sensory maneuvers.
7. Killian, Trade Runs
This system serves as a massive military industrial complex. Security is airtight and trading can be quite lucrative due to the heavy manufacturing and large civilian population. A good place for traders to learn the basics or run practice convoys.
This is what I have so far. I will try and keep this updated as more information is released. Large scale military style excursions will probably have to wait until we have some practice and capital built up but there are plenty of small scale fleet stuff we could likely do from day one as well. At some point we will likely need Freighters, Fighters, Explorers/Scouts, one or more Mining fleets, Convoys, some EWAR people, some Bomber wings, a Salvage team, Fuel production/storage, Repair facilities(whichever form these will take), and Marines.
I don;t know about you guys but I am REALLY looking forward to getting some fleets formed and seeing what we are capable of finding/destroying/capturing and I was just wondering what sort of fleet maneuvers we have planned for release. I have been digging around the lore looking for a good place to start myself and have come across a few areas of interest:
1. Odin, The Belt.
Contains all types of ore and gems in high quantities, lots of pirates to hunt, as well as a hidden pirate base to potentially sniff out and capture. Has some sort of Em environment hazard called arch charges(negated by shields?) Moderately Dangerous
2. Tiber, Everywhere.
Contains a heavy Vanduul presence and any large scale fleet operations here will likely require a beachhead and supply chain. Something we probably don't want to attempt until we've had at least a few weeks of fleet practice. Some of the richest salvaging fields can be found here and the planets host large regiments of Vanduul, potentially providing a source for stealing ships or equipment. Extremely Dangerous!
3. Pyro, Ruin Station.
Abandoned horizon station that is currently a pirate stronghold. This is probably one of the capturable stations that have been talked about but it would require beating some of the strongest pirate clans in the game, outside spider, to do it. A fairly juicy target due to close proximity to trade worlds but no other strategic value likely to be found in this system. Moderately Dangerous
4. Nyx, Asteroid Belts/Nebula
Pirate hunting mostly as well as a pirate station somewhere within to potentially claim. Not extremely interesting imo and plagued by nebula that distort sensors, this would make a good training ground to get our feet wet in fleet operations. Slightly Dangerous
5. Nul, Various Places.
Slavers to hunt and wrecks to salvage. Not too much interesting or unique about this system but another good place to train the fleet.
6. Taranis, Asteroid Belts
Taranis includes the location used in Arena Commanders broken moon map and the asteroid belts are notorious for being tricky to navigate. This would be a good place for our fighter pilots to test there chops as well as likely being a good place to practice sensory maneuvers.
7. Killian, Trade Runs
This system serves as a massive military industrial complex. Security is airtight and trading can be quite lucrative due to the heavy manufacturing and large civilian population. A good place for traders to learn the basics or run practice convoys.
This is what I have so far. I will try and keep this updated as more information is released. Large scale military style excursions will probably have to wait until we have some practice and capital built up but there are plenty of small scale fleet stuff we could likely do from day one as well. At some point we will likely need Freighters, Fighters, Explorers/Scouts, one or more Mining fleets, Convoys, some EWAR people, some Bomber wings, a Salvage team, Fuel production/storage, Repair facilities(whichever form these will take), and Marines.