Blades of the Ronin (RONIN)

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Blades of the Ronin (RONIN)
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Alliance overview
Alliance Name: Blades of the Ronin
Alliance Tag: RONIN
Genre:
Founded:
Leader:
Members:
Recruiting:
Alliance stats
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Last updated: 2014-03-3

Alliance Story

In Feudal Japan when a Shogun died and left no heir his warriors who committed their lives to him would stay and protect the estate and his honor until they died. These leaderless warriors where called Ronin. Our alliance is based on this principal except I'm not dead. Our members are all equal and should be fiercely loyal to each other especially in times of need. We also help and teach/train our newest members the smartest ways to play and become outstanding members of Ronin. Have fun and enjoy the game.

Alliance Style

All player types from Turtles to Raider types are welcome. We do not want hard core war monger types who will grind down a player just to do it. We want the game to be fun for all including our adversaries. There are enough (i) inactives in the game with out driving more folks to it. Some of us however do play hard and have great fun doing it. Play the game as it was meant . Have fun and enjoy it!

Founding date. 08 March 2010 9:00am

The Blades of the Ronin as of 1-22-2011 have 755 members and are growing rapidly.

Alliance Structure

The basic structure of the alliance is :

  1. Leader (symbolic vote - vote counts only in a tie break situation)
  2. Officers (one vote)
  3. Warriors blade (one vote)
  4. General Members (one vote)

Alliance Officers

We have several officer positions.

  1. Ronin Dynasty Shogun - This is the leader of the Ronin Dynasty and can perform any and all of the lower officers roles.
  2. Ronin Dynasty Founding Lord - One of the original founders of the alliance. They have wide ranging areas of the known universe to oversee.
  3. Ronin Dynasty Systems Lord - These officers oversee dynasty activities in a more specific area. Ie. G70-80 would be one such area.
  4. Ronin Dynasty Lord of Diplomatic Relations - These officers work too end disputes between Ronin and outside forces in the most peaceful way possible before resorting to war.
  5. Ronin Dynasty Lord of Education - These officers primary work with our newest members and occasionally our oldest. Everyone can learn something new.
  6. Ronin Dynasty Lord of Communications - These officers are mainly to deal with public communication inside and outside the alliance.


All alliance members have equal weight in times of peace. The leader gets a vote but it does not count unless there is a draw or tie.

Each member has a vote for all things except declarations of war or war actions. Members not in Diplomacy mode (d) get 2 votes for war declarations and actions as their fleets will be used and they will be subject to attacks. All others still get one vote. All members should have each others back in times of peace or war.

Come join our very active and fast growing alliance today.

To apply just search for RONIN in the alliance search in game. Blades of the Ronin is the one you want. When you apply use reference Wiki code 1335

Ronin Dynasty Shogun Admiral Hartel

FAQ / Tips and Techniques

FAQ

  • What do I do if an attack is incoming?
    • Remain calm and don't panic. Depending on the situation, there are various things you can do:
  1. PM the attacker and let them know you are online. Many times, a player will simply recall their attack. Be courteous and even try some humor.
  2. FRS - if you do not have any buddies around that can help with Group Defend, the best thing is to FRS. If you are going to FRS, it is advisable to do so as soon as you see the attack, and after you have PM'd the attacker. Give them a few minutes, and if they don't respond, then FRS. Not PM'ing someone when you are planning to FRS, especially if they are higher ranked, is poor etiquette and will probably garner you their undivided attention for foreseeable future.
  3. If you do not have enough ships to FRS all your resources, spend as much of it as you can. Preferably on Research or Buildings, since they can be canceled. Do not spent it on shpis that will appear before the attack lands, unless they will make a difference in the attack. Do build additional defenses that will appear before the attack lands, since they may inflict damage on the attacker, and 70% will be rebuilt.
  4. If you are planning some sort of Ninja, DO NOT click on that planet in the planet section at the top of the screen. Doing so will trigger the activity counter (*) on your planet, potentially alerting your attacker that you are online.
  • What do I need to build to allow a missile base on my moon or if that isn't possible, will my ABMs on the planet bellow protect it?
    • Missiles cannot be placed on a moon. That's why most players don't put defenses on moons, because if they did, attackers would just nuke them. Planetary defenses cannot protect a moon. There's no mine production there, so just make sure you have enough Dios and cargo ships to FRS whatever resources you have there, and you'll be fine.
  • How do I buld on a moon?
    • Click on the little moon icon overlapping the planet icon at the top of the screen. The moon will now be your selected planet. You can then go to "Buildings".
  • What exactly does an IBM destroy on a planet when it hits? I will destroy the defences but will it wipe anything out?
    • It only affects defenses. It will target lowest to highest defenses first, unless you specifically target it when you launch. Also remember IPBMs are considered defenses, so they get destroyed too. Only the IPBMs that survive to ABMs continue through to wreck havoc on the defenses. Each ABM destroys one IPBM.
  • How can I figure out how many IBM's I will need to destroy someone's defenses.
    • You can use the Missile Calc on the BattleCalc.com site. Missile Calc
  • What does Unavailable mean in a planet slot?
    • That spot was recently occupied by a Hephaestus Class Attack Platform, the largest ship in the game. It has moved on and the spot will go back to colonize when the Heph finally lands.

Tips and Techniques

Technology

What you need and don't need.

  • Energy Tech of at least 5 to fully utilize Nuclear Power Plants. The more energy tech levels, the higher the power output.
  • Espionage Tech - most people stop at 10, though additional levels are expensive, they are worth it. You need at least level 8 to see incoming attack ship types.
  • Plasma Tech, FTL Tech, Expedition Tech, Particle Tech, and Laser Tech - are all worthless techs, once you have reached the levels you needed to unlock Hades Class, ARCNet, Zeus Class, and Hephaestus. Additional levels give you no bonuses.
  • Armor Tech, Shield Tech, Weapons Tech - grant you stronger more powerful ships. Try to raise these techs nearly even. You need all three for well balanced ship strengths. If you wish to open a debate on which is best or whatnot, please start a new thread.
  • Jet Drive - needed for faster ships. And (relatively) faster Dionysus Class.
  • Pulse Drive - needed for faster Poseidon Class and Atlas Class, and launching IBM's farther.
  • Warp Drive - needed for the more powerful battle ships, though expensive to get to higher levels, the speed gained it worth it. At level 8 it makes the Ares Class as fast as the Prometheus Class.
  • AI Tech - is very important. The more levels you have, the more fleet spots you can use.
  • ARCNet - is needed to speed up research times. Every level grants you another use of a research lab. Well worth the cost, up to around Level 4-5 then the benefits decrease. You need a Level 10 Research Lab to research this, and should have an additional Level 10 Lab per Level of ARCnet.

Dual Deploy Transfer Method

A tip for transporting OCH from your mining colonies to your main planet(s).

Instead of just sending a bunch of cargo ships on a transport mission, use what we call the Dual Deploy Transfer method (DDT®, Patent Pending, all rights reserved). Send x cargo ships fully loaded to your home world using a deploy mission, and send the same number of cargo ships back to the mining colony also on a deploy mission.

Here are the pros and cons of the DDT® vs. Transport

  1. Deploy missions can be recalled, the return half of a transport mission can't. If someone moonlocks your transport on return, kiss them goodbye.
  2. Ships are busy for only half the time, but use up twice the fleet spots.
  3. It a good way to redistribute ships around, since you do not have to send the same number of ships each way. For example, if you built a capital ship on your mining colony, that you want back at home base, include it with the DDT®. Vice versa, if you want to send some extra Arti's out to the colony, include them in the DDT®.

Anti Moon Tactics

Slow Return


When you send out your attacking fleet, wait about 2 or 3 minutes, and group invite yourself and add a Hercules Class. Play with the timing to slow your attack fleet by two minutes. Recall this fleet once it is launched (so the moon can't see it).


The idea here is that the attack fleet will be slowed (so the Herc can catch up) however once the attack lands, the returning fleet will come back at full speed, arriving before the attacking moonlock fleet. Once someone has a moonlock on you, they most likely won't scan you again.


Ninja MOON


If you are getting attacked by players who think they own a section becouse they have a moon, cacluate what it will take to destroy their average fleet. Build that, keep it on short FRS hops. Leave some bait at your world, and launch an attack when you know they are online and scanning. Time your FRS battle fleet, so that it lands just before your attack returns, thus giving you a sweet little FRS Ninja.

Glossary of Terms and Abbreviations

Abbreviations

Ninja

Any type of surprise defense intended to cause an attack to either simply fail acquire resources, or take unplanned or unacceptable losses.

Group Defend Ninja

A type of Ninja or surprise defense. It is accomplished by having players that you are buddies with do a Group Defend on you planet and timed so the Group Defend starts a few seconds before the attack lands. This can be detected with a Slow Probe, so it might be a good idea to have a few waves of Group Defends appear about a minute apart, if you have enough ships.

FRS Ninja

A type of surprise attack accomplished by having you fleet out on a short hop FRS and timing the recall so it lands seconds before an attack. This can be detected with a Slow Probe.

Warp Gate Ninja

This Ninja can only be done on a moon with a Warp Gate. It involves warping a fleet through the Warp Gate just before an attack lands. This too can be detected with a Slow Probe.

Fleet / Resource Saving

This is a technique used to ensure no one can steal your resources or destroy your fleets. It is well described in the section Fleet / Resource Saving.

Ninja FRS

This is a surprise FRS done at the last minute and recalled immediately after the attack. The idea is to have the attacker see ships and resources before and after the attack, but there are none there during the attack. It is highly recommended you do not engage in this practice for two reasons. First, if anything goes wrong in the last minutes (internet outage, computer freeze, etc.) your will loose your fleet, and secondly, it will most definitely upset your attacker and cause them to pay that much more attention to you.

Slow Probe

A tactic used to detect a Ninja. To perform a Slow Probe:

  1. Send an attack
  2. Go to the Fleets screen, and click "Formation" to the right of your attacking fleet. Invite yourself to group attack.
  3. Find the Group Attack Invitation in your Message box. Click on Join Group Attack.
  4. Select a single Hermes Probe and see what percentage speed results in about a 4 to 5 min. attack time. Keep note of this time and the percentage needed.
  5. When your attack fleet is one minute less than the time noted away from landing, add a single Hermes to the attack via the Group Attack Invitation.
  6. Go to your fleet screen and recall the Hermes. You will notice the attack is now one minute farther out.
  7. Find out how long a Probe will take at full speed to espionage the target planet.
  8. When your attack is 30 seconds farther out, that the time it will take a probe to get there, send enough probes to see the planets ships. These probes will ESP the planet 30 seconds after your initial attack was to land (thereby hopefully detecting any Ninja), and 30 before the new attack time, giving you time to recall the attack if you detect additional ships.

Moon Lock

When a opponent scans your attack with an Oracle and is able to determine the exact time your fleet will return. They then send an attack fleet to hit a few seconds later.