Player Combat: Difference between revisions
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<div class="vv-language-bar">'''English''' · [[Player Combat/de|Deutsch]]</div> | <div class="vv-language-bar">'''English''' · [[Player Combat/de|Deutsch]]</div> | ||
Player combat resolves an attacking fleet against the defending ships and available stationary defenses. This guide describes the current local combat rules. [[Void Boss Combat]] uses a separate encounter system. | Player combat resolves an attacking fleet against the defending ships and available stationary defenses. This guide describes the current local combat rules. [[Void Boss Combat]] uses a separate encounter system. | ||
== Who can attack whom == | |||
An Attack mission against another player is checked when you launch and again when the fleet arrives. The rules apply in this order: | |||
# '''Vacation mode''' always protects. A player in vacation mode cannot be attacked. | |||
# A '''non-aggression pact''' or '''alliance pact''' between two alliances blocks attacks between their members in both directions, also while a cancelled pact is ending. See [[Alliance Diplomacy]]. | |||
# Players '''inactive for more than 14 days''' stay attackable. The rules below do not protect them. | |||
# '''Miner mode''' on either side blocks player combat. | |||
# '''Weak-target protection''' works in both directions: you cannot attack a player with less than '''10%''' of your points, and that weaker player cannot attack you either. | |||
# '''Alliance war''' lifts weak-target protection: members of two alliances at war can attack each other whatever their points. Vacation mode, pacts and miner mode still apply, and raids between them take the war's loot share (see [[#Repeated raids|Repeated raids]]). | |||
In [[Galaxy]], a feather icon marks a player too weak for you to attack, a dumbbell icon one too strong, and a flame icon a member of an alliance you are at war with. | |||
=== Miner mode === | |||
Miner mode is a permanent choice in the game settings. A miner cannot attack other players and cannot be attacked by them. In return, the miner's buildings cost '''10% more''' and their combat ships deal '''25% less damage''' (75% attack power). Void boss raids stay possible. Miners have orange names in [[Rankings]] and [[Galaxy]]. | |||
== Incoming attacks == | |||
An attack heading for your colony appears in [[Fleet Movement]] with only its target, its arrival time and ''Unknown attacker''. A successful '''counterscan''' reveals the attacker's name, the origin planet, the launch time and the exact ships. The counterscan flies at spy probe speed and meets the fleet on its way in, so it usually reports long before the attack lands. A counterscanned fleet also loses its [[#Surprise strike|surprise strike]]. See [[Intelligence]] for the cost and the chance of success. | |||
== Firing order and rounds == | == Firing order and rounds == | ||
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# The next stack fires with its remaining ships. A destroyed stack cannot take its turn. | # The next stack fires with its remaining ships. A destroyed stack cannot take its turn. | ||
Each surviving stack can act once per round, subject to its weapons and battery endurance. Equal reaction speeds receive a random tie-break each round, with no fixed attacker advantage. Combat lasts at most '''five rounds''' and ends earlier if either side is wiped out. If both sides remain after the fifth round, the result is a draw. | Each surviving stack can act once per round, subject to its weapons and battery endurance. Equal reaction speeds receive a random tie-break each round, with no fixed attacker advantage, except for a [[#Surprise strike|surprise strike]]. Combat lasts at most '''five rounds''' and ends earlier if either side is wiped out. If both sides remain after the fifth round, the result is a draw. | ||
== Reaction speed == | == Reaction speed == | ||
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| Same, with a Bomber || 7,610 || 7,610 | | Same, with a Bomber || 7,610 || 7,610 | ||
|} | |} | ||
=== Surprise strike === | |||
If the defender did '''not''' counter-scan an incoming attack fleet, the attacker catches them off guard: all attacking stacks get '''+20% reaction speed in round 1''' and '''+10% in round 2'''. From round 3 on, normal reaction speeds apply. A fleet the defender counter-scanned gets no surprise bonus. The battle report marks the affected rounds with a ''Surprise strike'' line. | |||
For defenders, a counter-scan on an incoming attack is therefore worth more than the information alone. For attackers, the bonus decides the first volleys when both sides are about equally fast; it cannot make a much slower fleet fire first. | |||
=== Using it === | === Using it === | ||
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|- | |- | ||
| '''Surger''' || 8 || Speed +30%, so it also fires earlier. || Uses 60% more fuel. | | '''Surger''' || 8 || Speed +30%, so it also fires earlier. || Uses 60% more fuel. | ||
|- | |||
| '''Aegis''' || 12 || Draws three times the enemy fire per ship onto itself and takes 25% less damage from every hit, so it screens the rest of your fleet. || Its own weapons deal 50% less damage. | |||
|- | |||
| '''Disruptor''' || 16 || The shield damage it deals is held back from that enemy stack's next shield regeneration, and its hits pass 10 percentage points more damage through shields, up to the usual maximum. The battle report shows the regeneration it held back. || Physical weapons deal 30% less damage. | |||
|} | |} | ||
Bombers still pick defenses and drones first, so an Aegis does not shield a planet's defenses from them. An Aegis is strongest next to ships that need time, such as Chargers; a Disruptor is the answer to heavy shields and a planet's Shield Emitter. | |||
A Charger's energy damage per round, compared with the same ship without one: | A Charger's energy damage per round, compared with the same ship without one: | ||
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== Damage distribution == | == Damage distribution == | ||
A volley is divided using '''80% of the enemy's total mass''' and '''20% of its ship count'''. Heavier or more numerous stacks therefore receive a larger share. Dividing identical ships between more blueprints does not increase their combined targeting share, though turn order and rounding can still affect a battle. | A volley is divided using '''80% of the enemy's total mass''' and '''20% of its ship count'''. An Aegis counts three times per ship in both. Heavier or more numerous stacks therefore receive a larger share. Dividing identical ships between more blueprints does not increase their combined targeting share, though turn order and rounding can still affect a battle. | ||
Energy damage reaches shields first. A precision portion of both weapon types bypasses shields; research can affect this portion. Tactical modules, chassis matchups and civilian targets can modify damage. Bombers prioritize surviving stationary defenses or drones when those are available. | Energy damage reaches shields first. A precision portion of both weapon types bypasses shields; research can affect this portion. Physical damage that does not bypass shields is reduced to '''80%''' (0.8×) before it meets shields and hull; the precision portion keeps its full value. Tactical modules, chassis matchups and civilian targets can modify damage. Bombers prioritize surviving stationary defenses or drones when those are available. | ||
Destroyed ships immediately reduce a stack's maximum shield capacity. Between rounds, surviving stacks can recharge 12–25% of their current maximum shields; a defending planet's Shield Emitter adds to that recharge range: each Shield Emitter level raises both ends of the range by 1 percentage point, up to +25 points at level 25. A fully built emitter therefore gives a 37–50% recharge instead of 12–25%. The emitter does nothing while it is offline, for example after you harness a solar flare in a [[Planet Events|planet event]]. '''Hull damage does not regenerate between rounds.''' | Destroyed ships immediately reduce a stack's maximum shield capacity. Between rounds, surviving stacks can recharge 12–25% of their current maximum shields; a defending planet's Shield Emitter adds to that recharge range: each Shield Emitter level raises both ends of the range by 1 percentage point, up to +25 points at level 25. A fully built emitter therefore gives a 37–50% recharge instead of 12–25%. The emitter does nothing while it is offline, for example after you harness a solar flare in a [[Planet Events|planet event]]. '''Hull damage does not regenerate between rounds.''' | ||
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Critically damaged ships still fire at '''full weapon strength'''. On a later hull-damaging hit, eligible would-be casualties can receive another survival roll. Merely advancing to the next round, or taking no hull damage, does not trigger another roll or restore hull. Hull is tracked as a shared pool, rather than a separate health bar for each ship. | Critically damaged ships still fire at '''full weapon strength'''. On a later hull-damaging hit, eligible would-be casualties can receive another survival roll. Merely advancing to the next round, or taking no hull damage, does not trigger another roll or restore hull. Hull is tracked as a shared pool, rather than a separate health bar for each ship. | ||
== Loot == | |||
Only a '''won''' attack takes loot. For each resource, the attacker can take at most: | |||
* '''half of the planet's current stock''' (less on [[#Repeated raids|repeated raids]], up to the war's loot share between alliances at war), and | |||
* only what lies above the planet's [[Resource Bunker]] reserve: 4% of that resource's storage plus 2% per Bunker level, up to 50%. The Bunker protects nothing while the planet has an energy deficit. | |||
The fleet's cargo capacity limits the total. Loot is spread evenly across the resources that still have something to take, starting with SEM. | |||
=== Repeated raids === | |||
Raiding the same player again and again pays less and less. Your first successful raid on a player opens a '''24-hour window''': | |||
{| class="wikitable" | |||
! Raid in the window !! 1–3 !! 4 !! 5 !! 6 !! … !! 12 !! 13 and later | |||
|- | |||
| Most of each resource you can take || 50% || 45% || 40% || 35% || … || 5% || 0% | |||
|} | |||
The window counts from that first raid, not from the latest one. Once it has run out, your next successful raid on that player opens a new window at 50%. Every defending player has their own window, and only won attacks count. Every raid's battle report shows the loot share that applied, and from the second raid in a window on also which raid it was. | |||
Raids between members of two alliances at war skip this reduction. They take the war's '''loot share''', which the declaring alliance sets between '''50%''' and '''100%''' when it declares the war, however often they raid each other. The Bunker reserve and cargo capacity still limit the loot (see [[Alliance Diplomacy]]). | |||
== Reports and losses == | == Reports and losses == | ||
[[Reports]] records the result, participating stacks, round-by-round ship counts, shield and hull pools, damage exchanges and actual losses. Only ships actually destroyed count toward losses, combat debris and destruction-based rewards; a critically surviving ship is still alive. | [[Reports]] records the result, participating stacks, round-by-round ship counts, shield values and hull pools, damage exchanges and actual losses. Each side's '''HSPE''' line sums its hull, shields, physical damage and energy damage, next to its fleet mass. Only ships actually destroyed count toward losses, combat debris and destruction-based rewards; a critically surviving ship is still alive. | ||
A report link you share is anonymous: it shows the battle without player names, coordinates or ranks. The top 5 battles on a player's profile appear only '''12 hours''' after the fight, so a profile never gives away live fleet movements. | |||
An incoming volley's raw damage is not necessarily its hull damage. Shields, distribution between targets, precision and damage modifiers all affect the result. Battle reports retain the original combat inputs and random seed so the same battle can be reproduced without using later fleet changes. | An incoming volley's raw damage is not necessarily its hull damage. Shields, distribution between targets, precision and damage modifiers all affect the result. Battle reports retain the original combat inputs and random seed so the same battle can be reproduced without using later fleet changes. | ||
See [[Fleet Operations]] for launching an attack, [[Ship Assembly]] for ship designs and [[Debris Fields]] for collecting combat debris. | See [[Fleet Operations]] for launching an attack, [[Alliance Diplomacy]] for wars and pacts, [[Ship Assembly]] for ship designs and [[Debris Fields]] for collecting combat debris. | ||
Latest revision as of 12:11, 3 November 2026
Player combat resolves an attacking fleet against the defending ships and available stationary defenses. This guide describes the current local combat rules. Void Boss Combat uses a separate encounter system.
Who can attack whom
An Attack mission against another player is checked when you launch and again when the fleet arrives. The rules apply in this order:
- Vacation mode always protects. A player in vacation mode cannot be attacked.
- A non-aggression pact or alliance pact between two alliances blocks attacks between their members in both directions, also while a cancelled pact is ending. See Alliance Diplomacy.
- Players inactive for more than 14 days stay attackable. The rules below do not protect them.
- Miner mode on either side blocks player combat.
- Weak-target protection works in both directions: you cannot attack a player with less than 10% of your points, and that weaker player cannot attack you either.
- Alliance war lifts weak-target protection: members of two alliances at war can attack each other whatever their points. Vacation mode, pacts and miner mode still apply, and raids between them take the war's loot share (see Repeated raids).
In Galaxy, a feather icon marks a player too weak for you to attack, a dumbbell icon one too strong, and a flame icon a member of an alliance you are at war with.
Miner mode
Miner mode is a permanent choice in the game settings. A miner cannot attack other players and cannot be attacked by them. In return, the miner's buildings cost 10% more and their combat ships deal 25% less damage (75% attack power). Void boss raids stay possible. Miners have orange names in Rankings and Galaxy.
Incoming attacks
An attack heading for your colony appears in Fleet Movement with only its target, its arrival time and Unknown attacker. A successful counterscan reveals the attacker's name, the origin planet, the launch time and the exact ships. The counterscan flies at spy probe speed and meets the fleet on its way in, so it usually reports long before the attack lands. A counterscanned fleet also loses its surprise strike. See Intelligence for the cost and the chance of success.
Firing order and rounds
Ships fight in blueprint stacks: ships in one fleet entry share a ship count, weapon output, shields and hull pool. They do not take individual turns.
- Both sides' stacks enter one firing order, sorted by reaction speed. The fastest stack acts first; the entire attacking fleet does not fire before the defender.
- The firing stack's surviving ship count determines its weapon output. Its damage is distributed across surviving enemy stacks.
- Shields and hull damage are applied immediately, and destroyed ships are deducted before the next stack acts.
- The next stack fires with its remaining ships. A destroyed stack cannot take its turn.
Each surviving stack can act once per round, subject to its weapons and battery endurance. Equal reaction speeds receive a random tie-break each round, with no fixed attacker advantage, except for a surprise strike. Combat lasts at most five rounds and ends earlier if either side is wiped out. If both sides remain after the fifth round, the result is a draw.
Reaction speed
Reaction speed decides the firing order above, so it is one of the most important values of a combat design. For almost every ship it is simply the ship's speed: a fast design shoots before a slow one. Only the Charger makes a ship react more slowly than it flies.
How it is calculated
- Engine and frame. Every design starts from 10,000 engine points. Each engine tier above T0 adds 10%. Each skeleton tier costs 5%, each transport-module tier 8% and each extractor-module tier 10%. Drones have no skeleton or module penalty.
- Mass. Every 3 points of mass lower the result by 1% (3.45 mass: −1.15%).
- Tactical module. A Bomber multiplies the speed by 0.7 (−30%), a Surger by 1.3 (+30%).
- Reaction. Reaction speed equals this speed. A Charger multiplies it by 0.7: the ship reacts 30% later but still travels at full speed.
- Research. Engine Engineering raises speed and reaction speed by 5% per level.
The civilian government bonus and Mark upgrades only raise travel speed; they never change reaction speed.
| Design | Speed | Reaction speed |
|---|---|---|
| T0 skeleton, T0 engine, 3.45 mass | 9,885 | 9,885 |
| Same design with Engine Engineering 2 (+10%) | 10,873 | 10,873 |
| Same, with a Charger | 10,873 | 7,611 |
| Same, with a Surger | 14,135 | 14,135 |
| Same, with a Bomber | 7,610 | 7,610 |
Surprise strike
If the defender did not counter-scan an incoming attack fleet, the attacker catches them off guard: all attacking stacks get +20% reaction speed in round 1 and +10% in round 2. From round 3 on, normal reaction speeds apply. A fleet the defender counter-scanned gets no surprise bonus. The battle report marks the affected rounds with a Surprise strike line.
For defenders, a counter-scan on an incoming attack is therefore worth more than the information alone. For attackers, the bonus decides the first volleys when both sides are about equally fast; it cannot make a much slower fleet fire first.
Using it
- Destroyed ships are removed before the next stack acts, so a stack that fires first can wipe out or thin an enemy stack before it shoots back. Reaction speed matters most when your first volleys can decide the round.
- Heavier skeletons, cargo and extractor modules and extra mass all make a design fire later. Light, purpose-built warships react first.
- Each stack keeps its own reaction speed. A fleet's travel time follows its slowest ship, but in combat every stack fires on its own turn.
- Equal reaction speeds are ordered randomly in every round.
- The Ship Assembly preview lists reaction speed among the platform values, and every saved blueprint card shows it. With current research switched on, the Engine Engineering bonus is included.
Tactical modules in combat
| Module | AP | Effect in combat | Drawback |
|---|---|---|---|
| Bomber | 10 | Fires at surviving stationary defenses and defensive drones first and deals them double damage. | Engine speed −30%, so it also fires later. |
| Charger | 22 | Energy weapon damage builds up over the battle (table below). | Reacts 30% later; weak in the first rounds. |
| Surger | 8 | Speed +30%, so it also fires earlier. | Uses 60% more fuel. |
| Aegis | 12 | Draws three times the enemy fire per ship onto itself and takes 25% less damage from every hit, so it screens the rest of your fleet. | Its own weapons deal 50% less damage. |
| Disruptor | 16 | The shield damage it deals is held back from that enemy stack's next shield regeneration, and its hits pass 10 percentage points more damage through shields, up to the usual maximum. The battle report shows the regeneration it held back. | Physical weapons deal 30% less damage. |
Bombers still pick defenses and drones first, so an Aegis does not shield a planet's defenses from them. An Aegis is strongest next to ships that need time, such as Chargers; a Disruptor is the answer to heavy shields and a planet's Shield Emitter.
A Charger's energy damage per round, compared with the same ship without one:
| Round | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Energy damage that round | 30% | 60% | 120% | 240% | 480% |
| Total so far (without Charger) | 30% (100%) | 90% (200%) | 210% (300%) | 450% (400%) | 930% (500%) |
A Charger only overtakes a normal ship from round 4 on. Ships fire in all five rounds (battery limits apply to drones only), but a battle ends as soon as one side is wiped out. Chargers are therefore an investment in long, even fights; in a short battle, for example against a much weaker or much stronger enemy, they deal less than a normal ship.
These values come from the server's combat rules and can change with balancing. The assembly tooltip always shows the current values.
Damage distribution
A volley is divided using 80% of the enemy's total mass and 20% of its ship count. An Aegis counts three times per ship in both. Heavier or more numerous stacks therefore receive a larger share. Dividing identical ships between more blueprints does not increase their combined targeting share, though turn order and rounding can still affect a battle.
Energy damage reaches shields first. A precision portion of both weapon types bypasses shields; research can affect this portion. Physical damage that does not bypass shields is reduced to 80% (0.8×) before it meets shields and hull; the precision portion keeps its full value. Tactical modules, chassis matchups and civilian targets can modify damage. Bombers prioritize surviving stationary defenses or drones when those are available.
Destroyed ships immediately reduce a stack's maximum shield capacity. Between rounds, surviving stacks can recharge 12–25% of their current maximum shields; a defending planet's Shield Emitter adds to that recharge range: each Shield Emitter level raises both ends of the range by 1 percentage point, up to +25 points at level 25. A fully built emitter therefore gives a 37–50% recharge instead of 12–25%. The emitter does nothing while it is offline, for example after you harness a solar flare in a planet event. Hull damage does not regenerate between rounds.
Critical survival
Hull damage first determines the number of would-be casualties. Those ships are divided into at most twenty-five nearly equal groups, and each group receives a 5% chance to survive critically damaged. Smaller casualty counts use fewer groups; uneven counts are distributed so no ships disappear through rounding.
For example, 500 would-be casualties form twenty-five groups of 20. A successful roll can preserve that group, rather than rolling separately for each of the 500 ships. This makes survival happen in batches: 5% is a chance per group, not a guaranteed surviving share.
Damage is still deducted from the total hull pool. Critical survivors do not receive fresh hull, and every retained ship needs at least one remaining hull point. Excess damage can reduce the number of survivors even after a successful roll. If the stack's remaining hull pool is exhausted, it is destroyed regardless of survival chances.
Critically damaged ships still fire at full weapon strength. On a later hull-damaging hit, eligible would-be casualties can receive another survival roll. Merely advancing to the next round, or taking no hull damage, does not trigger another roll or restore hull. Hull is tracked as a shared pool, rather than a separate health bar for each ship.
Loot
Only a won attack takes loot. For each resource, the attacker can take at most:
- half of the planet's current stock (less on repeated raids, up to the war's loot share between alliances at war), and
- only what lies above the planet's Resource Bunker reserve: 4% of that resource's storage plus 2% per Bunker level, up to 50%. The Bunker protects nothing while the planet has an energy deficit.
The fleet's cargo capacity limits the total. Loot is spread evenly across the resources that still have something to take, starting with SEM.
Repeated raids
Raiding the same player again and again pays less and less. Your first successful raid on a player opens a 24-hour window:
| Raid in the window | 1–3 | 4 | 5 | 6 | … | 12 | 13 and later |
|---|---|---|---|---|---|---|---|
| Most of each resource you can take | 50% | 45% | 40% | 35% | … | 5% | 0% |
The window counts from that first raid, not from the latest one. Once it has run out, your next successful raid on that player opens a new window at 50%. Every defending player has their own window, and only won attacks count. Every raid's battle report shows the loot share that applied, and from the second raid in a window on also which raid it was.
Raids between members of two alliances at war skip this reduction. They take the war's loot share, which the declaring alliance sets between 50% and 100% when it declares the war, however often they raid each other. The Bunker reserve and cargo capacity still limit the loot (see Alliance Diplomacy).
Reports and losses
Reports records the result, participating stacks, round-by-round ship counts, shield values and hull pools, damage exchanges and actual losses. Each side's HSPE line sums its hull, shields, physical damage and energy damage, next to its fleet mass. Only ships actually destroyed count toward losses, combat debris and destruction-based rewards; a critically surviving ship is still alive.
A report link you share is anonymous: it shows the battle without player names, coordinates or ranks. The top 5 battles on a player's profile appear only 12 hours after the fight, so a profile never gives away live fleet movements.
An incoming volley's raw damage is not necessarily its hull damage. Shields, distribution between targets, precision and damage modifiers all affect the result. Battle reports retain the original combat inputs and random seed so the same battle can be reproduced without using later fleet changes.
See Fleet Operations for launching an attack, Alliance Diplomacy for wars and pacts, Ship Assembly for ship designs and Debris Fields for collecting combat debris.