Command
Commanding is not for newbs. You might practice on a small server or the
newbie servers. You must be a decent pilot and have a very good grasp of all
of the aspects of Allegiance. We do NOT recommend that you attempt to command until
you do. Maybe command one small game away from the main servers. This way you can see
how complex it really is.
Players who really stand out in Allegiance are those who are
considered to be good commanders. Commanding a team is extremely
stressful, and requires elevated intellectual skills in order
to incorporate all the different variables that are present in
a single game. From evaluating rock placements to adapting your
technology to your enemy's, commanders must also give direction
to their pilots within larger strategies, serve as emergency defense
pilots, ensure territory control for the availability of resources,
and make sure that stations are properly located for effective
defense of territory, all this keeping in mind that there are
8 (or more) completely different factions.
There are many aspects to the most complex role in Allegiance, and so this
section outlines the basics that new players must know in order to decently
command a game. This section also assumes that pilots taking command
have many hours of piloting experience, know how to use the different
HUDs, understand the tech tree, and have observed other commanders in
action.
The material here is somewhat out of date.
Allegiance Command School is the place to learn to command. Read the requirements to join the
advanced school there.
The command section is aimed at giving you very basic knowledge of how to
behave in the command seat. Because you're dealing with other human
beings and not computer AI, Allegiance is a very particular RTS that
is very unpredictable, so there's no pre-written strategy that works
every time. Nonetheless, there are general constants that a player must
know to be at the very least decent in his command.
Remember the secret to successful commanding is supplying your team with better
equipment faster than your opponent. How? By effective control and use
of your miners. Then it is a just a matter of coordinating the final assault.
- Command 1: Settings: The settings
are central to the game. They are the tools that the game controller
uses to set up the match that is about to occur, and the implications
of the settings significantly affect the game.
- Command: Beginning: The beginning
of a game can be the determining factor of the game's eventual
outcome. You have to set your basis for the rest of the game,
including technological and economic aspects, in a few minutes.
- Command 3: Tech Path
Choice: Choosing which technology to use is not
simple. Although many comment that EXP is often the
best and simplest way to go, other paths have their
own subtleties that can be exploited to defeat an
opponent.
- Command 4: Tech Path
Use: Of course, after knowing which subtleties
exist, you have to know how to use them.
- Command 5: Combining Techs:
Because each tech has equipment and upgrades that are relevant
to a great variety of ships, combinations are always more effective
than just a single path.
- Command 6: Giga TAC: As we begin
to explore specific tactics, this tactic has a proven track record
and relies on stealth and Giga's luxury ships.
- Command 7: Rixian Rush:
This tactic takes the fastest development (12 seconds)
and most mobile faction and deploys a powerful bomber
before the enemy even gets its first constructors
out.
- Command 8: Rix TP1 Rush:
Requiring a supremacy center for many rush tactics,
this one in particular only requires a garrison and
a lot of early investment directed towards that rush.
- Command 9: Tacspansion: This
is an excellent combination of technologies that must be used
properly to yield maximum effect.

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