2013-06-11

Boosting primer, part I

One of our pilots asked what he should train on his charisma-specced Orca alt if he wanted it to be useful for boosting in the future.

Doing boosting training on a toon that fly an Orca might in fact be a good idea since the highly versatile Orca is a command-ship after all. The links will not be bonused (unless we are talking mining) but until you can get into a ship with bonuses to the links you actually want to run, an Orca will work as a "good enough" boosting platform in ones home system. It will most certainly be better then nothing. If you already have the skills for the Orca that is...

How boosting actually works in fleets is something that confuses a lot of pilots. It might have to do with that it's really two, or even three, sets of skills. I decided to do my own write up on the topic, even if there's plenty of guides written on this already.

This is part 1 of a primer on boosting.

Part I: Warfare- & Leadership-skills
Part II: Warfare specialization

Warefare skills

- gives bonuses to everybody in a properly setup fleet


This is the skills that actually give your fleet-members boosts. The higher your skills, the more boosts obviously. You need to be set as booster and be in the same system for it to reach your fleet members. (more on that later)

The four skills give you different boosts, but any fleet would want to have all of them, so make sure you have the one with best warfare skills boosting your fleet.

Note that this boosts come from your skills (and your position/role in fleet) and do not have anything to do with command ships or links they might run.

Leadership skills

- enables that char to take squad-, wing- and fleet-commander positions and have any boosts reaching its members


Note that anyone can take any position in any fleet and do things that corresponds to that position, like doing squad- or wing- warps, invite people to fleet, getting a list of where squad members are, what leadership skills they have and what they are flying, etc... No leadership skills are required.

However, they need the leadership skills for boosts to reach the members in that particular squad/wing/fleet.

Again, note that leadership skills are about how the boots flow in the fleet, while the warfare skills (of the designated booster) decide how high those boosts will be.

It is highly recommended that anyone that fly in fleets train Leadership to 5. That way they can take squad command position, enabling any boosts that might be in effect to reach up to 15 people in that squad.

When you are first set squad/wing/fleet-command you also automatically get the corresponding boosting-role for that position. A pilot with Warfare 5/5/5/5 and leadership 5 that takes squad-command position will therefore boost that entire squad.

The boosting-role can be moved to any other pilot by first revoking the boosting from the SC, and then setting the new booster to "squad booster". Nobody need to move around in fleet.

If you have a wing (ie. you have more then one squad) and you want boosts to reach all squads in that wing from the same booster, there must be a pilot in the wing-command position with adequate skills.

Note that each squad will get their boosts individually according to the rules above, even without a wing-command.



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