2057 active members
  248 are online







Last Updated: Year 24 Day 40
Space Combat: Garrisons

Garrisons hold reserve squads which can be deployed defensively.

The following ship classes may be used in garrisons:

  • Fighters
  • Gunboats

Garrison capabilities:

  • Garrison Slot Size: The total amount of ships that can be kept in the garrison reserve, alert squad and active squads, counted in slots.
  • Active Squads: The amount of squads that can be fielded at any one time from the garrison.
  • Loiter Time: The amount of time in hours that a squad can remain active once launched.
  • Restock Time: The amount of time in hours once a squad returns before its ships can be launched again.

Ships docked within the garrison can be added to the garrison reserve by the owner or commander of the station, or a character with "Assign Stations" privileges in the faction which owns the station. The character must be owner, commander or pilot of the ship being added. The character must be present in the station command room to add ships to the garrison reserve.

Ships can be removed from the garrison by the owner, commander or operator of the station when present at the station command room.

Each garrison type has a maximum size for the garrison reserve. This size is counted as:

used_slots = sum(slots used by active squads) + sum(slots used by docked reserve)

Each garrison can have a single squad of ships within the garrison marked as an alert squad. Alert squads are aimed at improving response time to in-system aggression.

The alert squad is automatically launched when there is an attack within the system. The squad will automatically travel to the location of the attack. At launch, an alert squad has no character controller. Control of the squad must be taken by a character before they can be directly controlled.

  • Alert squads will travel to the location of the attack (specifically, they will travel to the location of the attacker at the time of the attack), they will not automatically attack any hostiles.
  • Control of the squad can be taken by any character who has launch permissions for the squad's base.
  • After control of the squad has been taken, they function like other garrison squads.
  • When an alert squad returns to base, it will not automatically go onto alert status again.
  • Alert squad status can be marked from the garrison itself or from the garrison inventory page.
  • An attack will launch at most 2 alert squads, with priority to closest garrisons.

Attacks that will launch an alert response:

  • Any defender is IFF friendly for station owner
  • Any defender is NPC Owner

A garrison squad can be launched from ships within the garrison reserve. Squads formed have a maximum slot size of 12 (like regular ship squadrons). Garrison squads are controlled by the character that launched them.

Garrison squads have the following capabilities:

  • Travel within sublight
  • Attack (following the Space Combat Rules)
  • Scan

Notably, garrison squads cannot:

  • Dock within any other entity (other than the base launched from)
  • Jump to hyperspace
  • Perform travel other than sublight (such as hyperspace or descending)

A character may launch a squad from a garrison if they are owner or commander of the garrison, or they have the faction privilege Launch Garrison Squad.

A character does not need to be present at the garrison to launch a squad.

Characters can:

  • Control a maximum of 4 garrison squads concurrently
  • There is a maximum limit of 2 squads controlled per system per individual character

There are some situations where launching is prohibited. These situations will need to be resolved before new squads can be launched:

  • If the garrison is over weight or volume capacity.
  • If the garrison is over the garrison reserve slot size.

Each garrison squad has a maximum loiter time, this is the amount of time the squad can remain controllable after being launched. When this time expires, the squad is automatically sent back to base. The squad will travel to base, dock, and re-add themselves to the garrison reserve.

While returning to base, the controller cannot issue orders to the squad. Squad scanners are visible while returning to base.

When the squad returns to base, a restock timer is applied. During this time ships from the squad cannot be relaunched. If the squad returns to base within 20 mins of initial launch, then the restock timer is not applied.

Additionally, any character with launch permissions can order any launched squad to return to base.

The following skills are used for calculations involving garrison squads, based on the squad controllers skill levels:

piloting = 0.3x(Controller piloting) + 0.5x(Controller Space Command)
combat = 0.3x(Controller combat) + 0.5x(Controller Space Command)

The following table shows the result of this calculation:

Space Command:
Space Command:
Space Command:
Space Command:
Space Command:
Space Command:
0 0 0.5 1 1.5 2 2.5
1 0.3 0.8 1.3 1.8 2.3 2.8
2 0.6 1.1 1.6 2.1 2.6 3.1
3 0.9 1.4 1.9 2.4 2.9 3.4
4 1.2 1.7 2.2 2.7 3.2 3.7
5 1.5 2 2.5 3 3.5 4

Additionally, each point in space command increases the loiter time by 5%, and decreases the rearm time by 5%.

loiter_time = Base Loiter Time * (1 + (0.05 * Controller Space Command))
rearm_time = Base Rearm Time * (1 - (0.05 * Controller Space Command))