NOBODY HOLDS A SECTOR ALONE
Founding an alliance is free. Alliances have chat, mail, ranks and roles, sibling alliances, shared objectives and a Hall of Fame. Together you plan strikes, land on a world as one, hold each other's worlds, trade, and fight wars that are scored unit by unit.
PLAN THE NEXT STRIKE
The war room is where an alliance decides what to hit and who goes. Leaders call the targets, members bring the intel, and everyone can see who is able to get there in time.
THE WAR ROOM
Called targets, reserved attack slots, shared recon and open requests on one screen.
TARGET CALLS
Members suggest targets from the sector map; leaders promote the best ones to official calls, with attack slots members can reserve.
WHO CAN REACH IT
For every called target, see how soon each member's task forces could land, so a strike can be planned around the slowest.
SHARED RECON LIBRARY
Share a recon report with the alliance from Reports and it stays in the library for everyone planning the next attack.
REINFORCEMENT REQUESTS
Ask for help holding a world, and allies send their task forces to defend it.
RESOURCE REQUESTS
Post the resources the alliance needs, and members fill them through the Trade Market.
RUN BY LEADERS
Leaders control the war room. Everyone can see it and help fill it.
LAND TOGETHER
Open an attack as a joint attack and up to five players, alliance mates and allies, can join with one task force each. Faster task forces leave later and slower ones are boosted, so everyone lands at the same moment. Each attacker risks only their own mechs, and the plunder is shared by the cargo room each one has left.
HOLD AN ALLY'S WORLD
Send a Defend mission to an alliance mate's or ally's world and your task force holds there for the hours you choose, fighting every battle that lands on it. You can always see who is guarding your own worlds.
TRADE WITH PLAYERS
Post an offer, or a request for what you need, and other players take it from the Trade Market. Trades travel by game transport, far faster than your own dropships: every player has two of those at a time, and alliance leaders more, with the rest carried by your own ships at their usual speed. Fair-trade limits stop one-sided deals.
WARS SCORED IN WRECKAGE
Declare war and every attack between the two sides scores the units each one destroys. The side with the most points when the war ends wins, and its fighters share the reward.
KNOW YOUR TARGETS
Search for any player, keep a target file with your own notes on the ones that matter, and bookmark worlds on the sector map. The game flags the players who keep hitting you, and a moon sensor can scan the task forces moving at a world nearby.
THE SECTOR MAP
Browse the star systems world by world, and chip in to a system's shared warp gate.
TARGET FILES
Your notes on a rival, their rank and faction, and a warning when someone is farming you.