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Massive Frontier · Player's Guide

Commander's Handbook

How Massive Frontier plays: screens, controls, economy, base, ships, fleets and combat.

This guide explains how Massive Frontier plays: the screens, the controls, the economy, your base, research, ships, fleets and combat. It describes the game as it is today. Features that are still being built are marked In development, so you always know what works now.

For the exact numbers behind every ship, module and building, see the Stat Reference. For the story of the Frontier, see the Lore.

Chapters

Chapter 1Welcome to the FrontierYour first session: how your commander is created and what you start with.Chapter 2Controls and ScreensThe HUD, the three map views, every screen and every key, and the controls of a battle.Chapter 3Resources and the EconomyMinerals, Helium-3, Antimatter and Coins: how you earn them, store them and spend them.Chapter 4Your HomeworldThe Command Bridge, power, the build queue, building upgrades and base level.Chapter 5The Tech TreeThe Research Laboratory: nodes, tiers, prerequisites and what research unlocks.Chapter 6The ForgeManufacturing weapons, armor, shields and special modules.Chapter 7The ShipyardYour ships and the hull blueprints: building, research, repairs, scrapping, queues and bay space.Chapter 8The Perfect FitFitting modules to ships: slots, mass, Marks and upgrades.Chapter 9Command the SectorFleets: assigning ships, deploying, orders, travel, recall, mining asteroid fields, fleet level and repairs.Chapter 10Combat and the GalaxyAttacking the Tide and its tiers, battles between commanders and what they pay, attacking and defending bases, Tide incursions, how a battle is fought, commanding your fleet in it, watching a battle, the result, battle reports, and what is still coming.Chapter 11Levels and ProgressionPlayer level, commander mastery past level 50, base level and fleet level: what raises each one and what it unlocks. Daily orders, the login reward, weekly Tide bounties, medals and titles, the daily sector briefing and commander training.Chapter 12AlliancesFounding an alliance or joining one, its emblem, ranks and what each may do, the three weekly orders and what they pay, tags and colours on the map, alliance chat, and the alliance bonus at a Tide incursion. The weekly operation has a chapter of its own.Chapter 13Signals and Weekend EventsDeep-space signals: where they come from, scanning them, sending a fleet, the three ways to work each kind and what they pay, fights among the turning asteroids and watching them. Weekend events: what each one changes and when they run.Chapter 14Faction ContractsWork for the eleven factions: the daily contracts, what each kind asks and pays, rivals, the five tiers of standing and what they give, titles, field reports and the Contract Weekend.Chapter 15Alliance OperationsThe operation your alliance gets every week: the five operations and their goals, the steps at 50, 75 and 100 per cent and what they pay, taking part, HAND OVER in a Supply Convoy week, and the banners.Chapter 16Hull Mastery and PaintsEvery hull you fly earns stars from the battles its fleet wins, and stars unlock paints: how wins count, the five mastery paints, the eleven faction paints, choosing a paint and where it shows.Chapter 17Bridge OfficersOfficers for your fleets: the bridge crew and its seats, maneuvers and abilities in battle, XP, recruiting, where tokens and dossiers come from, promotion, the Academy, officers' stories and the collection.Chapter 18Away Teams and CommandMore work for your officers: away teams on the day's missions, a base commander for raids, hull specialists, the Tide's commanders, and what finishing an officer's story gives.Chapter 19RankingsThe leaderboard: ten boards of commanders, factions and alliances, all-time and this week, in the game and on the website.