Difference between revisions of "Roaming"

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(New page: A roam is as simple as a single rifter racing around space to a massive 500+ man fleet. The essence of a roam is movement. A roaming fleet moves from one system to another, staying only in...)
 
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A roam is as simple as a single rifter racing around space to a massive 500+ man fleet. The essence of a roam is movement. A roaming fleet moves from one system to another, staying only in a system long enough to either engage hostile forces or to probe them out.
 
A roam is as simple as a single rifter racing around space to a massive 500+ man fleet. The essence of a roam is movement. A roaming fleet moves from one system to another, staying only in a system long enough to either engage hostile forces or to probe them out.
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===Tips===
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1. Make sure that a roaming fleet has a scout, one or two jumps ahead, looking for targets or to be able to give warning when an equal (or larger) sized force is en route.
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2. More scouts the better; aim to have one scout trailing the main fleet just to provide warning if some force might sneak up behind your main roaming fleet.
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3. Have a destination and a duration - nothing worse than a roam with no destination, no time limit. Everyone has a life you know?

Revision as of 06:59, 12 July 2010

A roam is as simple as a single rifter racing around space to a massive 500+ man fleet. The essence of a roam is movement. A roaming fleet moves from one system to another, staying only in a system long enough to either engage hostile forces or to probe them out.

Tips

1. Make sure that a roaming fleet has a scout, one or two jumps ahead, looking for targets or to be able to give warning when an equal (or larger) sized force is en route.

2. More scouts the better; aim to have one scout trailing the main fleet just to provide warning if some force might sneak up behind your main roaming fleet.

3. Have a destination and a duration - nothing worse than a roam with no destination, no time limit. Everyone has a life you know?

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