Protect It or Lose It

(The following is an edited version pulled from Coreplex, to help explain the Rules of Engagement for players of Star Trek Fleet Command on iOS and Android…)

What is RoE?

ROE stands for “Rules of Engagement.” It’s a concept borrowed from military lingo by players of Star Trek Fleet Command on iOS and Android to describe a set of player-vs.-player rules that regular players have adopted as a community convention for playing the game.

Much of the online content you find in Google searches about RoE is from the PC version of the game which is similar, but not exact to the mobile game. This article is specific to the mobile OS version of Star Trek Fleet Command

Rules? Says Who?

In these play-to-advance free-mium games, it can be hard to keep progressing in the game without spending tons of money. To combat that trend and to advance the interest of ALL players, RoE was established by players, for players, so that we can all get through the grind aspects in the game while not completely nerf’ing player-vs.-player action in the game. ROE allows us to function for day-to-day activities the game requires, while still keeping the PVP aspect of the game intact.

RoE is not a rule as defined by Scopely (the games developer). As such, it has no formal representation in the game itself. Instead, it is convention agreed upon by the most active alliances on your server. The rules are established by a vote of admirals from those alliances and published in a common place. Players self-police themselves with the consequences of retaliation and alliance backing when players violate the RoE. Disputes are handled between admirals of the involved alliances.

Why Should I Follow RoE? It’s Not Part of the Game!

RoE is a convention for players, by players. It is to your advantage in the long run to benefit from the protection RoE gives you.

Often, new lower-level players think they don’t need RoE and “it’s dumb,” it just limits them etc. That is because those players below level 18 or so have not seen how demanding the game becomes and do not understand what is ahead of them.

It is true that some alliances and groups of players do not acknowledge or follow RoE.  Those alliances generally advertise that on their alliance info block (click on the Magnifying Glass in a Player’s Detail page). Those alliances do not get the protection of RoE from other players. Some alliances are so powerful they chose to reject ROE and do so by pure strength.

Well, What Are the Rules of Engagement (RoE)?

The accepted definition of RoE may vary server-to-server. Star Trek Fleet Command has dozens of separate instances/servers that a player is assigned to when their account is created. Ask in Galaxy chat of your game for a pointer to where your servers definition is posted. For example, the RoE for US Server 44 can be found here.

(The following content is borrowed from pvptarget.com RoE page, Click here for their current version of this information…)

RoE is a self-imposed code of conduct — devised for players by players — in an effort to improve gameplay for all. The primary aim of RoE is to make player interaction more orderly and less chaotic with respect to warring, mining, raiding, and generally co-existing.

The cornerstone principle of RoE is known as “Fair Play.” Griefing, bullying, trolling, hogging up resources, or otherwise depriving other players from their own reasonable access and opportunity to enjoy the game all constitute violations of “Fair Play” and are therefore adamantly discouraged by RoE. The goal is for exchanges to be as harmonious and civil as possible, even in conflict.

The term “Rules of Engagement” is a bit of a misnomer in that there is no official list of “Rules” that spans all of the game servers. Rather, the leading alliances of each game server has their own adaptations of RoE to serve their distinct interests and goals. That said, there are some core concepts, that are fairly universal game-wide which we will detail herein. These basic universal fundamentals of “RoE” are known as “Base RoE.”

Most of the player lingo you will encounter in STFC (and subsequently in this guide) is related in some form or another to the continual evolution of RoE so get yourself up to speed on the RoE that rules the land on the server where you game. If you’re a member of an alliance, that’s the best place to ask. If you’re solo, ask in-game on Galaxy Chat.

Be warned! There are certain groups and individuals on every server who openly choose to defy RoE. Perhaps you might even be one of them. The important thing to remember is that RoE is an honor agreement between players NOT official game rules.

Protected Cargo

Every starship has two distinct cargo holds that are filled to capacity in order:

  • The first smaller cargo hold is for your Protected Cargo which can NEVER be taken from you when your ship is attacked, even if completely destroyed in battle.
  • The second larger cargo hold stores the rest of the resources your ship can carry. Every moment that your ship is away from the protection of your station, the contents of your second cargo hold are in constant peril.

Raiding attackers are out in force, keen to take your hard-earned resources away from you. So, be on alert! Stealing resources from other players is not only legal and legitimate gameplay, it’s actually encouraged and rewarded by official game rules.

Under Protected Cargo (UPC)

If your ship is only carrying resources in your first Protected Cargo hold and your second cargo hold is totally empty, your ship is said to be “UPC” or “Under Protected Cargo.”

Since an attacker cannot possibly take any of your cargo away from you when your ship is UPC, this is generally regarded under RoE as an “Act of War.” WARNING: There are special conditions under which RoE permits the attack of a UPC ship. The two most common of these conditions are “Illegal Ship” and “Zero Node.”

Over Protected Cargo (OPC)

Once your Protected Cargo hold is full, no matter how much or how little more is in your second cargo hold, your ship is said to be “OPC” or “Over Protected Cargo.”

If your ship is OPC, be on alert. You are carrying prized goods that other players would love to get their hands on. In almost all circumstances, hitting an OPC ship is not only valid gameplay, it’s encouraged, both by official game rules and by RoE. Everything beyond your Protected Cargo is up for grabs so, the more you’re holding OPC, the more attractive a target you will be. Get yourself to the safety of your home station with that precious cargo ASAP.

If you are raided OPC, don’t embarrass yourself. Defend or escape. Don’t whine. This is a war game.

rewards

PRO TIP: Click on any ship to show a pre-attack battle assessment. Look at the REWARDS box at the top of the dialog box that appears. This reports what you’d gain from that attack if you succeed in battle. If the REWARDS box includes mining resources (chests don’t count), you can be sure the target ship is OPC. If, on the other hand, there are no resources shown in that box, that means the player is still UPC… for now.

Remember: Under most circumstances, attacking a valid ship on an active node that is UPC is a direct violation of RoE. Such an act may spark a galactic conflict.

Lawful Attack

Without RoE, anyone could just come up and hit you arbitrarily, for any reason or no reason at all. RoE seeks to bring some balance and order to things, but RoE is not designed to prevent conflict. It is designed to facilitate orderly conflict.

Warships

All ships that comprise the Combat TriangleBattleship, Explorer, and Interceptor – regardless of faction are ALL classified as Warships:

combat triangle

Battleship beats Explorer. Explorer beats Interceptor, Interceptor beats Battleship.

BATTLESHIP

battleship

BEATS EXPLORER

These majestic ships come with immense firepower forming the backbone of every noble fleet. Only INTERCEPTORS manage to effectively penetrate their thick hulls.

Attack: SHIELD PIERCE Defense: ARMOR

EXPLORER

explorer

BEATS INTERCEPTOR

The pathfinders of the galaxy with the strongest Warp Engines, EXPLORERS should not be underestimated in combat either. Agile weapon tracking systems and high energy shields are only outmatched by BATTLESHIPS.

Attack: ACCURACY Defense: SHIELD

INTERCEPTOR

interceptor

BEATS BATTLESHIP

Lightning-fast fighter vessels steered by only the most skilled pilots. Equipped with high impact weapons and effective impulse engines, INTERCEPTORS only have to watch out for EXPLORERS.

Attack: ARMOR PIERCE Defense: DODGE

WARNING: Under Base RoE, no warship has protection …ever. It’s simple really. Whatever you’re doing, if you’re doing it in a warship, prepare for battle.

Illegal Ship

Mining of resources must NEVER be performed using a warship. The only valid class of starship for mining is a Survey Ship (also known as a Mining Ship or Surveyor). It’s useful to know that Surveyors also mine faster and hold more protected cargo so you should resist the urge to EVER mine with a warship.

If, for some reason, you get it into your head that it’s okay to mine with a warship, prepare to be fired upon. It’s an Illegal Ship and it’s totally valid under RoE to attack you, even if your ship is UPC.

Zero-Node (or Z-Node)

When mining, the “space rock” your surveyor ship parks on to obtain resources is known as a “Node.” Every node reports exactly how many units of that node’s resources remains available. The node counts down as resource is extracted until it reaches zero.

At that point, it is your responsibility to either reset the node (fly away from the node then quickly return when the node resets and no longer shows zero resources) or to move on, either to another available node or back to your home station.

If you leave your ship on a node that has reached zero without resetting the node and without leaving, you are essentially depriving EVERYONE from mining that node and obtaining resources. The node is now a Zero Node (or Z-Node) and you’re responsible.

Some players will give you a courtesy warning that you are zero-node before they blast you but RoE does not automatically afford you that warning. There are players who see it as their duty to clear zero-nodes throughout the galaxy. It matters not if you are UPC. No one likes the idea of a perfectly good node going to waste like that.

If you need a node and find someone asleep at the helm on a zero-node, RoE grants you not only full permission, but its blessing to blow that ship away to smithereens. But be sure the node reads zero and be reasonable in allowing the ship to reset. Many petty disputes have been sparked when one or more parties don’t have their facts straight. If you attack a ship for zero-node, you are advised to take a screenshot just before you initiate attack just in case you find yourself having to defend your honor down the line.

Node-Ninja

Since resetting a node entails flying away from it for just a moment before getting back on the node again, some sneaky souls have devised a method of flying in and parking under a node that is already occupied. That way, at the time of reset, they are closer to the node than anyone else and they pounce to steal it. This shifty maneuver happens most when nodes are busy with traffic and a particular resource is in high demand.

Node-Ninjas are considered hostile by most alliances. RoE may or may not include Node-Ninja (aka Ninja-Node) as an offense on your server but don’t do it either way. It’s creepy anti-social behavior sneaking up on strangers like that and you should be ashamed of yourself.

If you’re interested in a node that is presently occupied and it is about to reach the reset point, the appropriate thing to do is to park your ship near enough to the node that anyone can plainly see that you intend to be next.

If the current occupant of the node intends to reset and resume mining that node, they will usually message you to that effect so you can move on. Think of mining nodes like the stalls in a public restroom. Wait nearby for your turn. Don’t hide behind the toilet waiting to strike like some kind of freak.