TheAlliance TheAllian

From Starfleet Commander
Revision as of 01:27, 3 July 2010 by Markap1970 (talk | contribs)
Jump to navigationJump to search

TheAlliance

Defend enemy invaders.png
TheAlliance is a group of members that have formed from different areas in this universe that are here to help and support each other. This is done with the help from our members and leadership through various means; such as trading with each other, training literature and advice, advanced tactics in planetary defense and attacks, defending each others planets, and joint attacks on planets. The Alliance is growing in this universe, by taking care of and giving help and advice to our members. Our hierarchy, and chain of command will ensure that our members interests will be heard and that you will be protected and respected. We all want to have fun and in The Alliance you will meet good people and have that fun.
Answer call.png

Hierarchy: Alliance Policies: Diplomatic Policies: Rules of Engagement: Merger request:

TheAlliance is currently ranked #140 out of all alliances and, as a whole, is rapidly advancing.

Fc-handshake.jpg




Hierarchy:

Rank NameRank
Rank Points
Chief in Command
Leader.jpg
N/A
Galaxy Leaders
GL.jpg
N/A
Admiral
Admiral.jpg
1,000
Commodore
Commodore.jpg
5,000
Captain
Captain.jpg
10,000
Commander
Commander.jpg
25,000
Lieutenant
Lieutenant.jpg
50,000
Ensign
Ensign.jpg
100,000
Diplomat Member
Dip.jpg
N/A
Cadet / New Recruit
Cadet.jpg
N/A

We base our ranks off of the game ranks that are on the leader board. Once you have obtained a rank you will not be demoted unless you have gone inactive or become diplomatic member. You must have the rank points or better to obtain that rank that it corresponds with. If you are a Diplomat Member rank you are in diplomatic mode and rarely come out do to there own reasons. Inactive members and the new members start in the lowest rank till the member is come out of inactive status or have achieve the next higher rank.

Captain are the lowest rank officers in the Alliance and have Officer Privileges. Member with officer privileges have control over the alliance's message board. They are able to sticky topics, delete topics and posts, and create and view officer only threads. Be careful of what you delete. Admiral is the highest rank that any members can get through leader board rank. Galaxy Leader are appointed by the alliance leader to help run the alliance.

The Alliance Leader (AL) and the Galaxy Leaders are the only one that have Member Approval/Removal Privileges. Member control privileges have the ability to manage the alliance's members. They may approve or reject users who have applied for membership in the alliance. In addition, they can remove existing members of the alliance as long as they outrank them (eg. 2 outranks all but the leader (1) and other members ranked 2). there is a Remove for reason list posted if you remove some post it there and the reason.


Galaxy Leaders (GL) rank was created for the simple truth one person can not run it all. There is only one per galaxy. To become a Galaxy Leader you must have the rank of admiral (for the game experience), have a based in the galaxy, you will to go the extra step for the alliance and be able to maintain composer with others at all times.

The Galaxy Leader is responsible for Diplomatic, Recruiting, Training, Defense, and any other thing that alliance members may need to do in that galaxy. There experience and ability has earned these members this rank and you should do as they ask.

Galaxy Cadet Leader (GCL) may be any rank, they will also have a colony in the galaxy that they GCL of, and act as the GL when there is none in that galaxy. There are here for to help the GL in running the galaxy and are appointed by the GL or the AL when there is none.


Galaxy Leaders or Galaxy Cadet Leaders can only hold one of these position for any given galaxy.


Alliance Policies:

  1. New members are always welcomed, but to help protect our members we do not accept new members that have not been invited by one of current members.
  2. Please let officers know that you will be inactive and consider going in to vacation mode. Players being inactive for more than 21 days, after their status has changed, will be removed from the alliance.
  3. Don't abuse diplomacy mode, the game is more fun when you can your able to use all the games functions. If your going into diplomatic mode, state why so that we all know what is going on with you and so we can help you if needed.
  4. Any member wishing to help more with the alliance need to apply to the AL or GL of the Galaxy that you are in.


Diplomatic Policies:

  1. Alliance members should NOT send threatening or offensive messages to other players. This may only cause them to be more aggravate and cause more attacks on you and alliance members.
  2. A member of our alliance must support the alliance that we have a NAP proposed. They must also give a reason why we should have this NAP.
  3. if you are contacted by a Alliance Leader in regards to an attack that you did on there member please forward it to the AL or GL of the galaxy that the attack happened in.


Rules of Engagement:

  1. Inactive planets are fair game, even if they belong to a NAP.
  2. Attacking Alliances that we have NAPs with, is NOT allowed!!!!!! unless they are inactive planets. If they mail about the attack you are to call it off if you can and inform the AL or GL of where it happen.
  3. Being attacked by any alliance or player is not acceptable unless you leave you fleet and resources out to be taken. If this happens then there is nothing that we as an alliance can do if you did not Fleet and Resource Save (FRS).
  4. Before attacking any alliance or player you need to make sure that you know how to FRS. happy hunting.


Merger request:

It has been determined that merging in to another alliance offer nothing that we do not have already and in some cases it will hurt our members. In order to protect our members we have come to the conclusion that all mergers will be done in to our alliance. If you truly wish a merger with TheAlliance, then this is the basic process that we have come up with to ensure that such an event is done smoothly and effectively.

  1. a list of your members, officers and the current NAPs will be provided to us. NAPs will be reviewed when all the new members have joined and then asked for what reason to establish the NAPs with these alliances.
  2. accepting all the new members and rank placement. All your offices will be made cpt regardless of there rank points and those that have the points to have better rank will be placed in the corresponding ranks as well as the rest of the new members in there ranks spots.
  3. Identifying galaxies and setting up GL for the galaxies that have none.
  4. setting up defense and support for members in all the galaxies
  5. address all grievances that members have. this may happen at any time in the merger process or after.


Basic Training

if you don't know how to fleet save you need ask how, or look it up in wiki so that you can learn to. If you are not fleet saving, you are going to lose your fleet and there is nothing that anyone can do for you other then say did you fleet save. The bigest fleet is small when there are many against you.

1st rule in this game is FLEET SAVE.

2nd rule is take you resources with you when you FLEET SAVE. if you don't have the ships to take your resources with you in a fleet save then build more cargo ships and/or buy defense with the left over resources.

Fleet and resources saving (FRS) is you best defense learn it, do it and live it. The importance of fleet and resource saving cannot be overstated, the biggest fleet is still small when you are attacked by many.

Operation Manual: WIKI is the operation manual of this game. There is a link to it at the bottom of every page in this game. read the wiki!, there a lot of good information there and a good reference source. 8 Rules to Live By is a good start for your reading in the wiki.

Balance: Try to find a balance between how you are progressing. for example, try to build evenly. build a couple new buildings one day, some ships the next and research a new tech as often as possible.

Research: Don't worry about particle tech past level 5, it won't be useful until later in the game.

Factory: Don't build past level 4, anything after that just shorten the time of the building of droids. the time is short anyway and it just a waste of our resources.

Droids: build mine droid, they pay for themselves in the long run.

Monitor The Game: By having two windows opened at the same time you can monitor your planets on one and do other things on the other. VERY handy sometimes. this will allow you to see incoming espionage, and if you don't want that player know how many ships and resources you have, you can do a quick fleet save (an orbit around your planet). it usually takes a couple minutes for your fleet to get back, but you'll deny their probes your fleet information.

Fleet Travel Time:Pay attention to fleet travel time, this will help you plan and coordinate your attacks and also avoid them. Planets in galaxies one up or down from you do not take as long to travel as you might think.

Incoming attacks: when you are being attacked the planet that is being attacked will be highlighted in red. If you go to the FLEET link you will be able to see who and with what they are attacking you, that will also be highlighted with red too.


Tactics

there are many different types of tactics in this game and here i will explain the ones that i have scene that have worked the best.

Defense Tactics

The best defense is always to fleet and resources save, but to help protect our members we are trying to setup them were other members system to form a defense clusters. When all the systems planets are controlled by our members this forms a stronghold for our alliance. These strongholds help in each others defense for attacks and Mobile Attack Colony (MAC). The primary idea for a MAC is speed in the attack of a given planet and with the stronghold defense the speed factor is reduced to other attacks.

The guild line for defense cluster are as follows.

  1. We are prioritize building such systems around existing strong points. Planets with greater then 250 build fields that have moon, and around planets with greater then 250 fields. These planets will allow for maximal development.
  2. we are striving for member to develop there planets in these clusters to have more then 250 build fields allowing for maximal development of the cluster forming the stronghold.
  3. Such defense cluster should try to be 100 systems apart for harvesting of inactive and raiding possibility. This is a suggestion there may be clusters closer depending on prioritize building areas.
  4. By far getting a planets that has build fields greater then 300 is the hardest to get and i would NOT abandon it myself. The ideal cluster is to have member of the alliance by each other in the same system so that we can help each other in defense and on raids. Not everyone wants to be or can be in clusters for this defense and raiding, to think so is not wise or practical, there will be members that are outside of these clusters and the only thing that we can do is try to support them with what help that we can give them. The defense clusters help us but the best defense is still to FRS, and if your are actively playing the game you all know if you don't FRS you make yourself a target and will get hit in do time.
  5. On a side note. Our goal is to dominate individual systems and sometimes people find this objectionable and will try to prevent it if for no other reason than spite. For that reason, it is important that the slots we work so hard to fill REMAIN FILLED AT ALL TIMES. If you colonize a spot and get an undesirable field number DO NOT abandon it until it is ready to be filled again. If you plan to abandon ANY slot in a fortress system, contact your local commander FIRST to make sure someone can fill it. All our efforts will be for naught if someone with a high rank or grudge against us pops a MAC into an open Fortress System spot.


Here are some tactic that can be used on player that are attacking you:

  1. If you have friends or alliance members that are by the colony that is being attacked, see if they can help in a group defense. if they can have them arrive at the colony a MIN before the attack. This is called a Ninja defense.
  2. Mail them stating that you are online and that they are not going to get any resources. Also that they are wasting there time. Do not take an attack on you personal and keep a good attitude in the mail that you send them no threats and no attitude.
  3. If there is no help and they do not call off a attack on you then FRS.
  4. Attack the one that is attacking you, This tactic is a risky, you need to pay close attentions to what is going on.
    1. Probe the attacker to see what they have there defending there colony and what they can take with them if they can FRS. If they can take all there resources with them, you can not win the attack, or if there slowest ship speed is faster then yours then this is a waste of your time and you should FRS.
    2. If they left there colony with out means to FRS or you can win the attack you need then to plan for the attack.
      1. Timing is impotent in the counter attack, if you don't know how much time it will take to get back after his attack lands then you want to abort this action.
      2. The idea is to attack them 1 to 2 MIN before there attack lands on you. Then you FRS so that the attacker get nothing. That way there is not a chance for them to get back to there colony before they get attack by you.


Defense Weapons: Before building your defenses you should have a level 2 missile silo with at least 10 Anti-Ballistic Missiles. Interplanetary Ballistic Missiles (IBM) can wipe out any defenses you have without a problems. Defense are a good deterrent but they are easy to remove with IBM. The more defense that you have the more Anti-Ballistic Missiles you should make to prevent the destruction of your defenses.

Oracle Defenses: Do to the creation of a Oracle on moon it is a good idea to not use all fleet slots to run raids on inactive. there are 3 basic strategies that can counteract the oracle on basic raid mission:

  1. Leave 1 of fleet slots unused so if you are attacked you can FRS your planet that is attacked.
  2. Use 2 planets that are not close by each other to run your missions, splitting up the raid between the 2 planets it is a good chance that one person will not be able to see what both of your planet are doing.
  3. Separate the times of your attacks, allowing one or more of your fleets to be back in a 45min window at any time, so if you need to FRS you can.

Offense Tactics

There is more to raiding planets then what one would think. You can rely on luck to land a raid on a planet or you can plan the raid out to make sure that the raid on the planet and you are not wasting your time, resources, and ships.

There are 4 basic types of planet attacks:

  1. Attacking for resources:
    1. Inactive planets that have no defenses or fleet guarding the planet.
    2. Farms for active players that have no defense or fleet guarding the planet.
  2. Attacking for there ships:
    1. Destroying a good size fleet can help your rank.
    2. The debris fields that is left over can be huge amount resources for the taking.
    3. You have to have harvester ready for this type of attack to get the resource rewards.
  3. Attacking for there resources and ships:
    1. A combine of the 2 other attacks can cost you the most cargo ships.
    2. To prevent high loses of cargo ships this is what you should do, use a 2 prong attack.
      1. 1st attack takes out the fleet and defenses.
      2. 2nd attack take the resources and defenses, depending on the resource amounts you may want more fallow up attacks.
      3. if you don't get there fleet on the 1st attack then you will want to abort the following attacks.
  4. The Exchange
    1. This Attack is were you lose over half of your fleet and they lose all of there fleet, it is a fleet on fleet attack that you are looking for the debris fields.
    2. You must have lots of harvester to make this work to take all the debris field.
    3. This best done at your planet, provoking your attacker into attacking you with out thinking.


Planning Phase: Finding a target is the easy part, you want a complete probe report with the research levels. Now to exploit that target is a different story. The following are some ways to do this:

MAC (Mobile Attack Colony)

  1. Pros:
    1. Allows you to strike fast in the raid before they have time to react or fleet save.
    2. Allows you get a lot of resource fast.
    3. If you have 2 colonies spots open then you can leap frog up or down the galaxy costing less in overall Hydro.
  2. Cons:
    1. Moving your Attack fleet and support ships costs a lot of hydro
    2. you must keep a eye on your hydro at all time. if you don't then you can turn your fleet in to a target.
    3. You have to transport you newly acquired resources back to a planet giving your planet location away to moon's Oracle
    4. If you don't have the cargo ships to transport resources to you operation planet and to FRS at your MAC you can be counter attacked and loose the ability to move your attack fleet.
    5. You want to have a large numbers Bombers to deal with defense.


Ship Overview