The names of the phalanx type derive from the amount of definitive knowledge you have.
Phalanx hit: Using sensor phalanx you have the departure times and arrival times. You can easily time to hit the players fleet using the time it takes your fleet to hit the planet.
Return/Half Blind Phalanx: You have the mid-way point time. A good example of how you can get that is a friend being attacked. You have the exact time of the fleet hitting your friend (midway). You can relatively simply add the return time of the fleet to get when it will arrive back on said players planet/moon. You attack from this knowledge as you would with a lanx hit.
Blind Phalanx Hit: You have no information. You do not know the exact return time. You do not have a mid-way. You can use approximate times as well as the target's on-line times and possible FS options. NOTE: It is required that you find out the players exact fleetsave mission and location for this to work! Using the approximate times, you wait for your indicator. From there you can time the return of the fleet to within a few seconds. Another point to mention, this will require time, and checking your indicator at 10 possible time time-frames of say 5 minutes on either side every few seconds for each possible FS speed in ZE. Being honest, it becomes very unlikely to get an approximate time with having a 150 probe rule. In other words, make those probes count at the start (If someone is probing you a lot at a few locations *cough* *cough* then they may be trying to start timing one! Take the time and fleetsave in another entire galaxy.)
Hopefully this helps you Karroth.
Re: Sensor Phalanx
#11
Death begins with life's first breath, and life begins at the touch of death.