Wing
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Contents |
[edit] Overview
A wing is the representation of a group of fighters (Minimum 10 fighters when formed with Air Attack Base and as low as 1 with Replenish Fighters) that act as a single object in space. A wing is limited and enhanced by combinations of different fighter types. Wing have attack settings Similar to ships.
[edit] Building
- Normally fighters are build at a Fighter Plant then formed into wings using an Air Attack Base. You can build a maximum of 1000 type I, 1000 type II and 1000 type III fighters per turn. This mean a single base with a Fighter plant can make up to 3000 fighters, you can make more than 3000 if you use more than one base.
- Ships with Fighter Bays can also form new wings may using the Replenish Fighters button on the Ship Command - Cargo screen.
- The Mobile Fighter Factories ship devices can produce fighters and form wings out of them in one go.
[edit] High Guard
If a fighter wing is in orbit over a Ground Base that has over 5 high guard, one of the high guard will join the wing.
New wings formed when a ship replenishes are given a high guard if the Ground Base has more than 5 of them.
[edit] High Guard Effects
Have a look at the fighter stats for the meaning of the different stats.
- Increases Beam & Missile Accuracy vs Ships by +20.
- Ship Armor reduced at an additional Rnd*10.
- Beam Power and Missile Power increased by +2 for determining Hull damage.
- Increases Beam Accuracy and Missile Accuracy vs Fighters by +40.
- Decreases Evasion of target Fighters by 40%.
- Increases Beam Power and Missile Power vs Fighters by +1.
- Point Defense Accuracy decreased by 20.
[edit] Docking
You can dock a wing to a ship that has Fighter Bays.
- When a wing that is docked to a carrier auto-intercepts a unit then it will automatically be set to escort and dock with the carrier so that when the auto-intercept is destroyed, that it will return to the carrier unless it finds another auto-intercept target. (Host 213)
[edit] Merging
You can merge two wings together to form one larger wing by setting one wing to dock with the other. The result will be the combined totals of each individual fighter type in one wing. The name and ID of the resulting wing will be the name of the wing you are docking to, not the one performing the dock (Host 211). You can perform this docking maneuver even while both or either wing is docked to a ship. When it is complete, the wing will be docked if the docking wing was originally docked to a ship (This needs confirmation.). If both wings have high guard present then the number of high guard will be added to the wing. I don't know if this will negatively affect combat or not. This merge will take place when both wings are at the same coordinates in space, before combat occurs.
[edit] Merging Multiple Wings
As the resulting wing of each dock will have the id of the wing you are docking to, the easiest way to merge several wings is to dock them all to the same wing. If you have multiple wings that both have dock orders and are targets of dock orders of other wings, you have to take care that the wing with the lowest id will dock first.
[edit] Movement and Fuel
Wings can move up to their fuel limit in speed (this isn't always true). They will regain 10% of their fuel capacity every turn from ram scoops (if they have room for the fuel). Wings can be refuelled by ships, bases, and Resupply Pods before and after movement. They also replenish their ordnance at these times. Ships, Bases or Resupply Pods do not need to have Fuel or Ord in order to replenish wings, and if they have some, none is removed.
But Wings can only get fuel from your own Ships, Bases or Resupply Pods. Allies can not refuel your wings.
If regaining fuel from a ship, you may get this log message.
Wing taking on 300 tons of fuel from ship.
- The range to refuel a wing is up to 4 ly
[edit] Notes
Refuelling happens before and after movement. So if you move a wing to a planet where a ship has transported down stuff to make a base and continued on, the wing would show as not having full fuel in your client even though it was above a base (and not near the ship). However, you can move full movement the next turn because the base refuelled your wing at the beginning of the turn.
[edit] Minefield Effects
[edit] Barbitic Minefield
- Wing will lose (fighterCount * Rnd) from each fighter Type.
- Wing has 2% chance of losing its High Guard.
- Each hit reduce the power of minefields by 1
[edit] Nova Barbitic Minefield
- Absolutely no effect on the Wing.
- Each hit still reduce the power of minefields by 1
[edit] Gravitonic Minefield
- Wing will lose (fighterCount * Rnd) from each fighter Type.
- Wing has 2% chance of losing its High Guard.
- Each hit reduce the power of minefields by 1
[edit] Laser Minefield
- Wing will lose (fighterCount * Rnd) from each fighter Type.
- Wing has 2% chance of losing its High Guard.
- Undocked Wing will be destroyed in a Detonation. Only mine type to effect Wings during Detonation. Detonation occurs before wings docks to Ships or Bases.
- Each hit reduce the power of minefields by 1
[edit] Web Minefield
- Stops movement for the turn.
- Each hit reduce the power of minefields by 1
[edit] Wing Sensor Profile
| Fighter Wing (Scanners off) | 200 |
| Fighter Wing (Scanners on) | 800 |
- Wings have an increased sensor profile based on the speed that they are traveling (like ships).
- Birdmen wings start at a profile 20 and only half of their speed is counted when increasing their profile.
- You may also want to have a look at the Sensor_Profile page for more information on sensor profiles and scanning.
- Newly launched wings of other players that you aren't allied or sharing data with will not be visible their first turn unless you manage to get into combat with them.
[edit] Wing Scanning Range
- The scan range of all wings, regardless of race or type, is 10 ly.
This table shows the chances that a scan be made against a target from a given scanning unit. "Things" below are jump gates and worm holes.
| Wings | Planets | Full scan within 15 ly |
|---|---|---|
| Bases | 2.5% chance to attempt to scan Automatic scan within 5 ly | |
| Ships | 2.5% chance to attempt to scan | |
| Pods, Wings & Things | 2.5% chance to attempt to scan | |
| Minefields | 2.5% chance to attempt to scan |
[edit] Home Guards
When a base is engaged in space combat, any fighters at the base will become wings. All of the fighters of each individual type are put into separate wings, up to a maximum size of 1000 fighters per wing. These wings are named Home Guard and will dock with the base after combat is over. If there are any high guard at the base then each wing will have a high guard within their wing.
- When the base that a home guard wing was launched from is destroyed in combat, then the home guard wing would be completely lost. Now the home guard wing will stay around as a new wing in this situation. (Host 213.48)
- If a home guard wing’s owner that lost its base doesn’t have enough resource points then the wing will attempt to find another wing in combat, then up to 5 ly away to merge with. If that fails, then it’ll attempt to find another base or wing within its remaining travel distance for this turn and dock to it. If all of that fails then it is lost and a player message will be sent. (Host 213.49)
