CROSS-SERVER EVENT Β· FOUNDATION: GALACTIC FRONTIER

Shadowfront

Golden Rules

  1. At second zero: two players to each home vault, everyone else β€” Blue included β€” into the Central Vault circle. Nothing is owned yet, so it is a head-count, not a fight. This one race is worth more than anything else in the match.
  2. Follow orders from your Squad Leader.
  3. Never chase enemies.
  4. Stay inside the circle while the vault is ours and the fight is even β€” but the moment we are clearly losing the fight inside it, pull out. The HP bar is what defends the vault, not you, and dead ships cannot win the recapture.
  5. If you're lost, find your Squad Leader and follow them.
  6. We never fight to the last ship for the Central Vault. We withdraw whole, let it drain to 0%, and pour back in together the instant it turns neutral β€” that race is won by ship count, not by combat power.

Each team has a Squad Leader who will give you commands:

  • Red Team Leader: will use the Attack Here ping on the map.
  • Yellow Team Leader: will use the Defend Here ping on the map.
  • Blue Team Leader: will use the Rally Here ping on the map.

Watch your team and follow your Squad Leader's commands.

Goal: stick to your group at all times.

OUTER RIM BOUNDARY IV OUTPOST III OUTPOST II OUTPOST I OUTPOST 1 2 3 4 5 6 7 8 1 2 CENTRAL VAULTS
Guild Outpost
Lesser Vault
Central Vault

Underdog Tactic β€” Win the Count

Red Team (12 players β€” The Mass) β€” at second zero all twelve go straight to the Central Vault, and Blue goes in with you: sixteen bodies in the circle. Nobody holds anything yet, so there is nothing to fight over β€” the capture is decided by how many ships are inside, not by how strong they are. It is the one moment in the match where their combat power counts for nothing.
Yellow Team (4 players β€” Home Guard) β€” splits two and two, one pair per home Lesser Vault, and never leaves. Nobody contests these at the start and a held vault only falls if it is attacked, so two is enough to take one and enough to see off a lone raider.
Blue Team (4 players β€” Untouched Reserve) β€” goes INTO the circle at second zero to make the opening count sixteen, because there is no fight yet to avoid. The moment the vault is ours it steps back out to the staging point and never fights again: from then on its only job is to still be alive when the vault hits 0%. (check map directions)
Dotted = Blue's two moments. In at second zero for the opening count, out to the staging point once the vault is ours, and in again the instant it drains to 0% and turns neutral. Never in between.
The cycle is the whole plan: earn while they grind, withdraw before the bar empties, outnumber them on the neutral, repeat. Each cycle costs them the entire HP bar and costs us a few seconds.

Outer Rim Outpost

Guild spawn and respawn point. Flagships inside its range cannot be attacked β€” regroup here between pushes rather than turtling.

Γ—4 on the map Β· one per Guild

Lesser Vault

Continuous points plus a modest Awakening bonus every 5 minutes. Best held by spreading Flagships across several at once.

Γ—8 on the map

Central Vault

Much larger continuous points and Awakening bonus. Worth a committed, defended squad during each Awakening Window.

Γ—2 on the map