Star trek fleet command rules of engagement

Star trek fleet command rules of engagement

Overview

Territory Capture introduces a new area of space called the Origin Sector. This area of space consists of zones that may be composed of one or more systems.  Compete with other Alliances to earn the most points during a zone’s takeover to own that zone and add it to your Alliance’s Territory.

As long as your Alliance owns the zone, all members of your Alliance will have access to the benefits associated with that zone.

  • Level restrictions around player ship combat are nullified in the Origin Sector.
  • All systems in the Origin Sector follow deep space visibility rules.

Key Terms

Adjacent Zone Zones are adjacent if there is warp path that directly connects them.

Zones are adjacent to your Alliance’s territory if there’s a warp path that connects it directly to any of your Alliance’s owned zones.

Alliance Resources Resources that are automatically part of your Alliance’s inventory as soon as you acquire them.
Alliance Territory The collection of zone(s) that your Alliance owns.
Embassy The main hub that contains information and functionality associated with a zone.
Origin Sector The area of space that players can own and control (with the exception of Tola, the tutorial zone)
Overdrive Special time period during a takeover where all scores receive a x3 multiplier.
Takeover The time period during which Alliances can score points in order to earn control of a zone.
Tier Denotes the value of each zone, similar to grades of space. Tiers also apply to Territory Capture resources.

Tier is represented with this icon

Star trek fleet command rules of engagement

Zone A collection of systems that share the same Embassy, services, and ownership status.
Zone Slot Limits how many zones your Alliance can control/attempt to takeover.

Embassy

Star trek fleet command rules of engagement

The Embassy is the main hub for all information and activity in the associated zone. You will be able to find the following in every Embassy:

Star trek fleet command rules of engagement
The system(s) that belong to each zone.
Star trek fleet command rules of engagement
The current services in that zone as well as any upcoming services that will be available at the end of the next takeover.
Star trek fleet command rules of engagement
The takeover schedule for that zone.
Star trek fleet command rules of engagement
Alliance members ranked Commodore and higher may join a zone’s takeover through the embassy.
Star trek fleet command rules of engagement
Alliance members ranked Commodore and higher can abandon a zone through the embassy.
Star trek fleet command rules of engagement
During a takeover, the Embassy will display a leaderboard of all Alliances that have joined and their current takeover score.

Every zone in the Origin Sector has its own Embassy which can be accessed through any system that is part of that zone.

Star trek fleet command rules of engagement
Tip: You can access a zone’s Embassy while you’re in galaxy view without sending your ship to that zone (bypasses deep space visibility rules).

Takeovers

Every zone has a scheduled takeover time every week during which Alliances may sign up to join that zone’s takeover and score points.

The Alliance that scores the most points during a zone’s takeover will be the owners of that zone.

Joining a Takeover

  • An Alliance member ranked Commodore or higher can join their Alliance into a zone’s takeover.
  • Joining a takeover is required before anyone from your Alliance can score points towards that takeover.
  • You can only join an on-going takeover.
  • You will need an empty zone slot to join a takeover if your Alliance doesn’t already own that zone.
  • If your Alliance doesn’t currently own any territory, you can only opt-in to join takeovers in T1 zones.
  • If your Alliance’s territory is contiguous, you can attempt to takeover any zone that is adjacent to your current territory.
    • Adjacent – has a warp path that is directly connected to a system in your territory.
  • If your Alliance’s territory is not contiguous, you can attempt to take over any zone that will make your Alliance’s territory contiguous again.
    • If such a zone doesn’t exist, you must abandon your current zones so that your Alliance territory is contiguous again before you can join any takeovers.
  • If your alliance owns the zone, you will be automatically joined into that zone’s takeover without having to pay the takeover cost.

Adjacent Zones

Star trek fleet command rules of engagement
Example: Zone A is adjacent to zones B and C but not adjacent to zone D because there is no direct warp path from zone A to zone D

Joining a takeover when your Alliance territory is not contiguous

Star trek fleet command rules of engagement
The highlighted Alliance owns a contiguous territory composed of five zones.
Star trek fleet command rules of engagement
The highlighted Alliance’s territory is no longer contiguous.
Star trek fleet command rules of engagement
The previously highlighted Alliance can only join takeovers in the two highlighted zones because Alliances that own non-contiguous territory can only join takeovers in zones that will make their territory contiguous.
Star trek fleet command rules of engagement
There is no zone that the highlighted Alliance can takeover to connect their territory. So that Alliance must abandon zones until their territory becomes contiguous again before they can join any takeovers.

Scoring Points During a Takeover

  • Takeover points are calculated every minute.
  • Once your Alliance has joined a takeover, any member of your alliance can score points for that zone’s takeover by:
    • Being present in that zone for 1 point
    • Occupying a capture node for 4 points (3 for the node 1 for being present in that system).
  • Every ship you have in the zone will score points. So if you have 2 ships in the zone, you will score 2 points every minute.
  • Ships docked at home will not score any takeover points.
  • The Alliance with the highest points in that zone at the end of the takeover will be the owners of that zone.
  • Occupying capture nodes outside of scheduled takeovers, or before your Alliance has joined the takeover will not grant points.
  • During the last 1/3 of a takeover, all scoring is multiplied by 3. (Overdrive mode)
  • If your Alliance is uncontested in a takeover (only one joined), you will win the zone even if you score 0 points.
ActionTotal Points
Each ship in the zone 1
Occupying a capture node 4

Time and Duration

Star trek fleet command rules of engagement
  • You can view the preset takeover schedule for each zone in that zone’s Embassy.
  • Every zone will have a scheduled takeover once every week.
  • Players can only score
TierTakeover DurationOverdrive Duration
T1 30 minutes 10 minutes
T2 45 minutes 15 minutes
T3 60 minutes 20 minutes

Zone Slots

  • Zone slots are used to indicate your Alliance’s interest in, or control over a zone. You will need a zone slot for every zone your Alliance owns or wants to take over.
  • The zone slot will be automatically returned to your Alliance if your Alliance loses the takeover for the associated zone.
  • The zone slot will remain filled as long as your Alliance owns that zone.
  • Alliance leaders ranked Commodore or higher can abandon zones when a zone is not under takeover to free up occupied zone slots.
  • Gain more zone slots by increasing your Alliance level.

Ownership Benefits

Alliances that own zones can enjoy the following benefits:

Owner Exclusive Housing

  • Only members of the owning Alliance can relocate their stations to the Origin Sector.
  • Players who continue to house their stations in zones that their Alliance do not own, will not be able to activate peace shields.

Owner Exclusive Mining

  • Only members of the owning Alliance can mine in the Origin Sector systems.
  • Mining ships can still be attacked by other players. The winning ship can steal unprotected cargo from the mining ship but will not be able to dock on the mine after destroying the mining ship.

Services

The owning Alliance can activate services associated with their zone. Available services rotate after every takeover.

The Embassy displays available services for the current ownership period as well as the upcoming services that will become available at the end of the next takeover. The currently available services will be replaced by the upcoming services at the end of the next takeover.

Star trek fleet command rules of engagement
Example: The “Construction Speed Enhancer” that’s available now will be replaced by the same service at the end of the next takeover. The owning Alliance will not have access to 2 “Construction Speed Enhancer” services at the end of the next takeover because the currently available service goes away
Star trek fleet command rules of engagement
The service(s) that is available to the owning Alliance right now. These services will not be available at the end of the next takeover.
Star trek fleet command rules of engagement
The service(s) that will be available to the owning Alliance at the end of the next takeover.

Activating Services

  • Alliance members ranked Commodore and higher can activate services associated with the zones that their Alliance owns.
  • Activating services will cost Alliance resources.
  • Your Alliance’s territory must be contiguous (there’s a warp path from one zone to another) in order for you to activate services.
    • If your Alliance’s territory is not contiguous (e.g. someone took over a zone that disconnected your territory), your currently Activated services will remain active, but you will not be able to activate additional services until your Alliance’s territory is contiguous again.
    • You can make your Alliance territory contiguous by capturing connecting zones or by abandoning owned zones.

Service Benefits

  • Services will confer time limited benefits to all Alliance members.
  • Service benefits apply throughout the game unless specified otherwise. For example: If you activate a service that gives all Alliance members +20% attack, this benefit applies to all Alliance member ships regardless of where they are in the galaxy.
  • Services with the same benefit may stack. This will be called out in the service popup.
    • E.g.If your Alliance activates the +10% attack service twice (from two different zones), the total benefit is +20% attack to all Alliance members.
  • Once activated, services remain active until the end of the next takeover.
  • Activated services are immediately turned off if your Alliance abandons a zone.

Resources

The Origin Sector introduces a new type of resources called Alliance Resources. These resources belong to your Alliance and will appear in a new screen viewable through your Alliance UI. Alliance Resources are required to join takeovers and to activate services.

  • All Alliance resources acquired by players who belong to Alliances are immediately added to their Alliance’s Inventory.
  • Alliance members with the appropriate Alliance permissions can spend Alliance resources to join takeovers and active services.
  • Alliance resources belong to the Alliance and remain in the Alliance inventory even if the player who acquired them leaves the Alliance.
Star trek fleet command rules of engagement
ResourceNamePrimary UsagePrimary Acquisition
Star trek fleet command rules of engagement
Raw Isogen Refined into other resources Mined in the Origin Sector.
Star trek fleet command rules of engagement
Refined Isogen Used by your Alliance to join takeovers and to activate services. Refined from Raw Isogen.
Star trek fleet command rules of engagement
Progenitor Alloy Refined into other resources. (Progenitor Components) Refined from Raw Isogen.
Star trek fleet command rules of engagement
Iso-Emulsion Used for Territory Research and to purchase items in the Territory store. Refined from Raw Isogen.
Star trek fleet command rules of engagement
Progenitor Diode A type of Progenitor Component, used to activate some services. Refined from Progenitor Alloy
Star trek fleet command rules of engagement
Progenitor Core A type of Progenitor Component, used to join takeovers in T2 and T3 zones. Refined from Progenitor Alloy
Star trek fleet command rules of engagement
Progenitor Emitter A type of Progenitor Component, used to activate some services. Refined from Progenitor Alloy
Star trek fleet command rules of engagement
Progenitor Reactor A type of Progenitor Component, used to activate services in T3 zones. Refined from Progenitor Alloy

Deep Space

Deep space systems are marked by a unique icon when viewed from your galaxy map.

You will not be able to view into deep space systems unless you have a ship or station present.

In order to relocate your station into a deep space system, you may have one ship out in the space of the target system that you want to move to.

Star trek fleet command rules of engagement

What are the ROE rules in Star Trek Fleet Command?

ROE = Rules of Engagement - are a set of rules agreed either external to the game (Discord for example) or internally as in" a gentleman's agreement" whereby players are encouraged to follow to create a reasonable balance to allow mutual growth and progression.

How can you tell if someone is OPC in Star Trek Fleet Command?

Fandom. How do i check if a miner is OPC? You merely 'click' on it and then scan.. note the small "i" in the middle (ie: information) and it will show the Protected Cargo amount.

Can you cheat in Star Trek Fleet Command?

Those in-game purchases allow you to do things like get more resources quickly or unlock other characters. As an extension of that, as you'd expect, there are no official cheats available for the game that let you make the process of exploring and upgrading your station less arduous.

What is UPC in Star Trek Fleet Command?

UPC = Unprotected cargo. You will incur the wrath of most players if you attack ships on nodes with no cargo shown in the rewards box at the bottom of the screen when you scan a ship. If cargo is shown in that box then it is UPC and you should be ok, depending on the ROE of your alliance.