Movement:
When moving as a fleet it's very important you don't just hit your autopilot. This can not only lead to you gett ahead of the fleet, but also the destruction of your ship and pod. This then also increases the danger of the fleet runing into a larger enemy horse two-fold. Firstly because they're down 1 pilot, and secondly because the occupants of the area are aware of our presence and may marshal a fleet to throw us out. Therefor, we do everything manually in deep space.
Aligning to the Gate - First locate the stargate your autopilot would normially fly you to by either paning your camera about until you spot the correct stargate. then double click as close as you can to the stargate without pulling up the display menu. This should cause your ship to start moving in the direction of the gate.
When everyone is at speed, the gang leader does a gang warp and the fleet moves as one.
Jumping Through- Upon reaching a stargate, wait until you hear the order to jump though before engaging the gate. This is important so that if anyone has not had enough cap to make the warp in one go they do not get left behind. Occasionally, it will happen that you active the gate before you hear the order. While the occasional accidents do happen, this can put you in harms way, if there are hostile horses on the other side of the gate.
Combat:
Deciding if you've found a target- There is one simple rule to this is deep space. If it's not blue, shoot it. I'll soon be setting BS.I to positive standing, so you can see what I mean with Hehulk.
Upon finding a target- If your flying solo, and you come across someone doing the same, if your decision as to if you want to open fire upon them or not. If they're in a battleship, and your in a frigate, it may be a much better idea to simple carry on and hope they let you pass.
If your runing with a fleet though, the gang leader will let you know by calling "target - Rupture, 50KM" over Teamspeak (or something similar). If you hear this, ignore all other enemies, and focus your fire upon that one target. I've seen much larger horses destroyed by smaller ones, simply because the larger ones didn't appear to call a target.
Once the primary target has been destroyed, a new one will be called, assuming that there are any of them left.
If you don't hear a target though, it's fair to assume that we'd be in over our heads and we're going to make a run for it.
Friendly Fire- because of the way 0.0 works (if it ain't blue remeber) occasional ammounts of friendly fire do occure. If your out gunnned, and can run, it's best to do so, and then try to clarify later. Don't assume that the person is going to stop just because your screaming into the local channel. Fortunatly, because of who we'll be moving in with, we should have 0 incedients of friendly fire, and in most cases the offending party will return the ISK value of the lost ship and guns.
That's about it. Just remeber these few simple things, and you should be fine.
Fleet Movement and Basic Rules of Engagement
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