® EspaceSociety Archive

Making A Coordinated Attack

Created:

Initiate

Team Formation. Find players who will join you in an attack and form a team. Four is a good number, as if you take TRs then perhaps each can take one. keep the team small enough to remain coordinated.

Research. All members scout for targets; know your possibilities. Take notes and record a possible list of targets to hit. When possible, use a forum to list your findings.

Efficiency. Look at the Base Defense Guide for the bonus expectation for a base. Look to see if the base has adequate defenses per the guide. If so, it is not a target (unless you’ve another purpose).

Debris. If there is fleet, calculate its derb value, which is about 44 percent its actual value. If you know that player’s Armour tech level the derb value is Armour * 2 percent.

Coordinate

When planning attacks, as with all other discussion, timing is critical. Therefore, always use Server Mean Time (SMT) when referring to time events.

As a Team, you must:

Decide on your target.

Decide who will strike first.

Decide who will make the final hit and will receive the pillage.

If you’re going to plunder TRs, agree on how to break out the plunder (all for one, or each takes one).

Plan

Lay of the Land. Scout the Target’s region and the surrounding regions. Know from where the rival guild might send a harrying force. Know where your guild’s bases are in that region and those surrounding it.

Sufficient Strength. Verify that you have the forces to make a successful attack. This typically requires sneaking a Scout to target player’s base (not always the target base, but another one with similar fleet) to get the true disposition of his strength.

Trash Collection. Ensure you will have enough RCs on hand to pick up all debris as quickly as possible. Assume total loss of all forces at the highest Armour level. As a rule of thumb, you will need to harvest 88 percent your fleet’s value or 44 percent the value of both fleets. That means you need to have 1 RC for every 8.8 credits of your fleet cost. For a 10,000 fleet, that’s 8,800, or 880 RCs.

Fast Recovery. Try to harvest the derbs in one tick.