v2.44.1
Alliances: help, the Starbase, and the Arena

Alliances: help, the Starbase, and the Arena

CORNERSTONE 4 min read
KEY POINTS
  • Tap Help All in the Alliance menu every day. It clears every open request from your teammates in one tap.
  • Starbase Assaults need Ops 15 or higher. Arena squads need Ops 40 or higher.
  • If you leave an alliance, your Alliance Reputation resets to zero. Starbase Research Tree unlocks stay on your account.
  • The Arena is open one day a week, with unlimited matches that day.
01 ASKING FOR AND GIVING HELP

Any timed action can be sped up by your alliance. This includes repairs, building and research. Tap the purple Help button on the timer. Every member can send one help per request. The most helps you can receive depends on your alliance's level. To help others, tap Help All. It clears every open request in one tap. Alliance Contribution lets you donate resources to your alliance's level-ups. If you leave during a level-up, your share is removed from the total. Do not donate on your way out.

The purple Help button on a timed action, with the Ask For Help option below it.
The purple Help button on a timed action, with the Ask For Help option below it.
02 THE ALLIANCE STARBASE

Every alliance can build one Starbase. It gives the alliance shared buffs and a research tree. To build it, your alliance needs Subspace Superconductors. Most come from bundles bought with Cardassian Loot. Cardassian Loot drops from destroying Cardassian Stations. An Admiral or Commodore then places the Starbase on a Plasma Storm. Harvesters there collect Plasma. The Plasma pays for Starbase modules and the Starbase Research Tree. Module buffs apply to every member.

03 STARBASE ASSAULTS

An Assault is alliance combat over Plasma. Any member over Ops 15 can start one. Your alliance needs the Command Control module. Its own Starbase must sit on a Plasma Storm. Starting an Assault costs Tactical Mandates. You get a 10-minute window to move ships into range. Be in range when the timer ends to take part. If you win, part of the defender's unprotected Plasma moves to your alliance. The share depends on the Hull Health damage you dealt.

FULL DETAIL — 3 MORE SECTIONS
04 THE ARENA

Arena is a team PvP mode. Three-player squads fight another squad of similar average Ops level and rating. Squad members come from your alliance. Public Squads also let you team up with players outside your alliance on your server. You need Ops 40 or higher to create a squad. Matches run in a separate instanced system, similar to an Incursion. The mode is open one day a week, with unlimited matches that day. In a match you can field two ships and swap freely. Repairs are free, on a respawn-style timer. A match ends at 10 minutes or 1000 Victory Points, whichever comes first. Completing Armadas as a team earns the most points. A hostile Survey ship is worth 1 point. A completed Group Armada is worth 300. Defeating an enemy player is worth 5. Win or lose, you earn Arena Emblems. You can spend them in the Terran Empire Faction Store. Winning raises your Arena Rating. Losing costs some of it.

Arena: alliance squads fight for Victory Points against hostiles, other players, and Armada targets.
Arena: alliance squads fight for Victory Points against hostiles, other players, and Armada targets.
05 STARBASE: CARDASSIAN STATIONS, PLASMA AND REPUTATION

Cardassian Stations are in systems that get tougher as you go. The first is Myyric at level 27. The last is Rudellia at level 50. Harvesting needs the right Harvester for the Plasma type. For example, Magnetic Plasma Harvesters collect Magnetic Plasma. Harvesters collect at a fixed rate. The Plasma Processor caps the total. After that, someone must move the Starbase again. The Starbase Research Tree needs Assembly Medals. Completed research stays on your account, even if you leave the alliance. Alliance Reputation gates the higher research nodes. You earn it by hitting Cardassian Stations or buying specific Alliance Store bundles. It resets to zero when you leave, however long you had built it up. When any member buys a real-money pack, the alliance often gets an anonymous Alliance Gift chest.

06 ASSAULTS: SHIPS, DEFENSE AND UNDEPLOYING

The system picks your strongest eligible ship for an Assault. The Assault Leader can override this. Tactical Mandates come from the Alliance Altruism pack, the Alliance Unity Daily Goal or the Offers tab. On defense, the Tachyon Detector reveals attacking cloaked ships to your alliance without any action. Those ships stay untargetable by anyone outside the defending alliance. You can also undeploy the Starbase. Then it is not a valid Assault target. But it stops Plasma harvesting and stops new construction until you deploy it again. You cannot undeploy or relocate it while an Assault against it is pending.

Sourced from the official Star Trek Fleet Command source, rewritten for stfc.club. Numbers and dates are verified against the source; explanations and framing are our own.