Showing posts with label Territories. Show all posts
Showing posts with label Territories. Show all posts

Territories #7 - Takeover Strategy

Successful takeovers require coordination with alliance members, and sometimes help from other alliances as well. This is a breakdown strategy of how to run takeovers and the jobs of each player either in the alliance, or helping another alliance.




Territories #13 - Use Lag to Advantage

 Many ships for a really good takeover can be a real pain, but if players can maintain a node, using Vemet on a ship like a Jelly can be effective to keep getting points as long as possible. Usually Vemet will resurrect the ship after the first hit, and the ship that hit you will be too busy going after another target to notice, or it will foul them up longer during the lag, while you are still gaining points for the takeover with a ship in the system. 


Again, this trick works really well when the space is flooded and ships can't move around due to lag.

Territory #12 - Defensive Mining

 For alliances that are defending a space, they still have the ability to mine during a takeover. This gives a defensive advantage that players need to know about.


By parking a Sarcophagus on a mining node during a defensive takeover, the ship ability is still activated. The above graphics are showing 3 Enterprises that were taken out by a Sarco while on a mining node instead of a capture node.

This doesn't give more points the way a capture node does, but it still activates the Sarco weapons, which is what we want.


Territory #11 - Cloaking for Capture

 Cloaking devices being added to ships are a game changer for Territory Captures if used properly.

A cloaked ship allows players to see inside enemy space without the enemies knowledge. This is perfect for scouting targets for a Sarcophagus to hit.

Of course, getting the cloak for the Sarcophagus is optimal, because it also boosts weapons even more when cloaked, especially the criticals. The above graphic shows that a LVL25 (OPS35) Sarco was able to take out a LVL25 (OPS45) Valdore that was parked on a node, but it took ~4 hits.
So it is possible to clear the big ships from nodes.

Attacking while cloaked has an affect on the weapons damage depending on the research completed, but it is apparent. This same tactic can be used on the Sarco for PvP to get even more damage.


By using Yuki/Harrison, with Honorguard Worf, the shields get striped away from other ships fast, and Worf boosts the Critical Hit Chances for the first 8 rounds. With a Sarco, we don't expect the fight to last longer than 8 rounds anyways, and combine this with the cloak for more boost after maxing the cloak research, produces devastating results.






Territories #10 - Jelly BP Service

A new service has been introduced (Jan 2021) that will generate ISIS Jellyfish Blue Prints. It is quite expensive to get BPs, and it is limited to players LVL39+. This is an alternate method to getting the ISIS Jellyfish, but not all players in the alliance may be able to use this service until they level up.

OCT 2021 - All T3 Territories now provide the ISIS Jellyfish Blue Print service.

Originally, this service was only available in the following T3 systems:
Mak'ala
Brellan
Corva

This will create a dynamic to force players to fight for these specific areas, or have a player exchange program to gain the extra BPs they need. See Territories #9 - Alliance Hopping for RSS/Helps




Territories #9 - Alliance Hopping for RSS/Helps

In order to gain particles required for research, a player can jump to a different alliance temporarily. This will allow a player to redeem particles (Quantum, Surax, Phantom, Metreon) in the Alliance Store and complete the Territory Research Tree, as well as get helps to speed up Buildings/Research.
This trick can also be used to get additional Jellyfish BPs. See Territories #10 - ISIS Jellyfish BP Generator

Territory Takeover Maps

This is a map to help with planning of takeovers in Origin Space.
***Updated Oct 2023***
 
***These Maps/Schedules do not account for the summertime daylight savings.***
-1 hour for Summer Time scheduling


Full Map

Times Only

*Remember: Small ships for spamming systems cannot reach territory zones unless launched from a base inside Origin space. 


Below is a map showing the areas than can be controlled that will:
1. Have a T3 Space
2. Have access to all Particles (Phantom, Quantum, Surax, Metreon)

 (Smaller dotted line indicates options - Red / Purple)
(Alliance must be LVL20 or higher to control 5 spaces)


Below is a map showing zones that are needed to get just the main 3 particles for research, and no T3 zone. (Smaller dotted line indicates options - Yellow)


Below is a blank maps that can be used for planning purposes within alliances. Added by request.

***These Maps/Schedules do not account for the summertime daylight savings.***
-1 hour for Summer Time scheduling

For a schedule of the territory zones, check out the images below separated by days of the week. This is for the American servers. Full PDF of the schedule can be found here

Sunday


Monday


Wednesday


Thursday


Friday


Saturday


iCal Reminder (Click name for iCal Download)
These are designed to remind alliance members 15 minutes ahead of a takeover, to improve participation.

These will compensate for time zone differences and repeat weekly by default.
Sun Mon
(2*)
Wed Thus
(2*)
Fri Sat
(3*)
Aonad Abilakk Adia Anzat Beku Barasa
Aylus Bimasa Asiti Avansa Comst Brellan
Gelida Bolari Lenara Ber'Tho Ezla Corva
Helvi Crios Otima Brijac Framtid Mak'ala
Innlasn Duportas Perim Burran Klefaski Nyrheimur
Parturi Eldur Tefkari Hrojost Kolava Tholus
Qeyma Hoobishan Thaylen Nujord Ruhe
Stilhe Roshar Thosz Tezera Saldeti
Temeri Zhian Zamaro Triss Tazolka
Vemira
Vantar Tigan

T3 Services were rotated during Duality Arc 2 (Nov 2021). Here are the changes made at that time:

Below is a list of all of the services that the zones within Origin Space provides, as well as the materials cost that an alliance must gather each week to activate those services. For a PDF download of the charts, Click Here to Download









AonadAylusGelidaHelviParturiStilheTemeriVemiraAbilakkBimasaBolariCriosDuportasEldurHoobishanRosharZhianAdiaAsitiLenaraOtimaPerimTefkariThoszZamaroAylusAylus

Territories #8 - Sarcophagus Ship

This ship will work on capture nodes during a takeover. It doesn't need to be in a participating alliance for that takeover.

If you see this ship as an opponent during a takeover, take it out before it gets to a capture node. This ship is an Epic ship that is accessible by LVL30 players, and its ability to stack damage is only active when either attacking a capture node occupant, or defending a capture node. It is a slow ship otherwise with not much use.

The ability to upgrade the ship is linked to the Territory Store. Initially, it looks like it will cost $300 for early CC warriors to get this ship at launch. BPs are available from Solo Events and from the Battle Pass. This will be a game changer in territories, as it will level the playing field against big players. BPs are available in the Event Store as part of the Cosmic Cleanup, but at a rate of 4BPs per event.

Black Fleet Memorial is locked to LVL 34, so 33 and below is limited to Tier 2.
Rare Black Fleet Memorial is locked to LVL 37, so 36 and below is limited to Tier 6.

Kirk and Spock will not work on this ship, as there is NO SHIELD. The name of the game is to mitigate the damage from opponent, like Discovery Crew.

***Do not use this ship if you do not have the Bakanite to do the repair. If you are out of RSS to repair, it will tie up a dock, and the officers. You cannot use Latinum to bypass the repair. (Cool off for Bakanite is 22 hours). Do not leave a Sarcophagus in dock with base unshielded.

This ship is huge, and really slow (Impulse 80), and it takes just over 2 minutes to impulse across a system.

This will be updated as we get more information


Below is information on some testing with the Sarcophagus:

The Sarcophagus faired rather well against the Auger, considering the crew it was running and the strength difference. This does make it expensive for G4 ships to clear the nodes against a Sarcophagus when used properly. Your results may vary.

In December 2021, a Cloaking Device was made available for the Sarcophagus which is incredibly useful during a takeover, as the slow ship can make it to a capture node and hit the ships. While cloaked, a boost to the weapons also occurs which is most noticeable on criticals. This is perfect for Honor Guard Worf as he boosts the Critical Hit Chance for the first 8 rounds. 
Criticals hit ~20% harder while cloaked, which can make the difference when trying to take out a large ship with a Sarcophagus in STFC

Criticals while cloaked hit ~20% harder, so really big ships can also be taken out in multiple hits. In the example below, a 12M Valdore was taken out by a 3M Sarcophagus. Each attack took ~ 1/4 of its hull, proving that a sarco can be used to fight a large player parked on a node.
Cloaked Sarcophagus is incredibly useful to clear really strong ships, but takes the right crew and multiple hits. Use a cloaked ship to see inside system, then bring in Sarco to capture nodes.

The Sarcophagus is not technically part of the Klingon Faction, so the cloaking research for Klingon ships does not affect the Sarcophagus cloak duration but does the critical damage.

If defending a territory, a sarcophagus can be moved to a mining node and the weapons will activate on the node. This is also helpful if a player is out of Tetryons for cloaking, or not equipped with a cloak, and are unable to reach a capture node. Some mining nodes are close to the edge of the system, which is perfect for getting onto a node before being targeted and destroyed in route.
*This only works when defending a territory, not new territory.*
So if the zone auto enters the takeover 
(Doesn’t cost an entry fee), then it will work







Territories #6 - Spam Maneuver

Using cheap ships with warp focused crew will keep max ships in the space for points. This is also a cheaper way of fighting. Overloading with cheap ships puts opposition into full chase mode or in combat all the time, making it easier to hold capture nodes.

*Beware, a massive number of ships in a system will cause game lag, which can work in favor for the team with more capture nodes occupied.


Territories #5 - Takeover Costs/Procedure

To start a takeover, an alliance must have enough refined Isogen of the correct type, and Progenitor Cores if it is a T2/T3.


After an alliance owns a territory, they are automatically entered into the take over in a week, without a cost. It is important for the alliance to mine and refine Isogen so the services can be activated to help the alliance members.

An alliance if at a high enough level, can own up to 5 connected zones. If they want to move to another area, they will have to abandon zones before they can join a take over elsewhere.

Territories #4 - Takeover PvP

WARNING: If you are defending our own space and loose, move base out of space as quickly as possible. You will be unable to shield, and you have to have repaired ships to move base. So if an alliance goes on a crazy raid of your base, you wont be able to stop them without loosing most of your base RSS.



Bigger players should use their best PvP crew and occupy nodes, while the smaller players use cheap ships to spam the systems, or load up fast crews to clear opposing spam ships. 

When a ship is in the system (not in combat), it counts for 1 point at the top of the minute. When that same ship is on a capture node, and extra 2 points is collected at the top of the minute (total of 3). Mining nodes do not add to the points per minute (1 per ship in system during takeover), and ships in port do not count.

Territories #3 - Research

A new research tree is available that uses material that is gathered and refined in various locations in Origin Space. Research requires these resources, as well as Dilithium. Different species over the Origin Space also yield different material that is needed for research.

The tables below show how much special particles (Quantum, Phanton, Surax, Metreon) are required to complete the sections of the Territory Research tree, as well as the level needed to complete the steps of research.


Territories #2 - Resources/Materials

Many more materials are part of Territories, and it will either drive individual research, or allow the alliance to start a takeover.

Cores are needed to start a T2 Takeover, so it is important to refine as often as possible, and redeem for Cores unless otherwise directed towards another material. Check with Leadership or look/ask in alliance chat/Discord for current instructions.




Standard Refine Rates

Improved Refine Rates (when services are active)

*Enhanced Isogen Refineries are a service in some territories that can increate the yield of materials. Make sure to refine Isogen before an Alliance Leader activates the service, so you can get an extra isogen refine.

Territories #1 - Origin Space

This new area has several alien species, and by controlling a space, players gain a "service" from that area once activated. Claiming territory is done with a Takeover, which costs Isogen. Isogen can be mined in Rogue Space, or in systems close to Origin Space.

Territories are also divided into tiers. Each higher tier has better resources and services inside them, but alliances must start at tier 1 and claim territories moving up to tier 3.

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