Combat
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Combat Systems and Battle Logic
In VoidVerse, combat is a high-stakes simulation of physics, technology, and strategy. Unlike static combat engines, VoidVerse calculates encounters in real-time across multiple rounds, utilizing unit mass, speed, and energy signatures to determine the outcome.
The Battle Cycle
A single engagement can last up to 5 rounds. If a victor is not determined by the end of the 5th round, the battle results in a Draw, and both fleets retreat to their respective origins.
- Preparation and Initiative: At the start of the battle, all units are mapped and sorted by their individual Speed value.
- Firing Phase: Units fire in descending order of speed. This "Initiative" system allows faster fleets to destroy enemy units before they can return fire.
- Damage Distribution: Damage is calculated based on the 80/20 targeting rule and applied to the enemy's shield and hull pools.
- Recompute and Recharge: Between rounds, surviving ships' shields naturally recharge.
- Debris Generation: Destroyed ships are converted into raw materials in space.
Unit Attributes: Speed and Mass
Every unit in your fleet has two vital physical attributes defined in the Assembly that dictate their performance in the battle engine.
Speed (Initiative)
Speed determines the Firing Order. Faster ships fire first, potentially neutralizing threats before they can act. Upgrading engine research directly improves this "First Strike" advantage.
Mass (Targeting Priority)
Mass determines how likely a ship is to be targeted. The engine uses a physics-based "signature" to decide where fire is directed.
Damage Distribution Logic: The 80/20 Rule
Firepower is not concentrated on a single target but is distributed across the entire enemy fleet based on two distinct systems:
1. Mass-Weighted Distribution (80%)
The majority of incoming fire (80%) is attracted to the largest "signature" in the fleet.
- The Signature: Determined by the Total Mass (Individual Mass × Unit Count) of a ship stack.
- Meat Shielding: By bringing high-mass capital ships, you effectively "filter" 80% of enemy fire away from your fragile escort ships. The heavy ships act as a magnet for the bulk of the damage.
2. Random/Splash Distribution (20%)
To ensure smaller ships cannot hide indefinitely, the remaining 20% of damage is distributed randomly (with a +/- 10% variance).
- Attrition: This represents stray fire and secondary targeting, ensuring that even if you have a massive tank, your smaller ships will take "chip damage" over time.
Damage Mechanics: Precision vs. Splash
Weapon fire is split into two categories based on targeting sensors:
1. Precision Damage (5% of Total Fire)
A small portion of every volley is "Precision" fire, representing critical hits on exposed hull sections.
- Shield Bypass: This damage ignores shields entirely and hits the Hull directly.
- Energy Bonus: Energy weapons deal 1.5x damage when striking the hull via precision hits.
2. Splash Damage (95% of Total Fire)
The bulk of your damage hits the enemy's outer defenses first.
- Shield Depletion: This damage must reduce the enemy's Shield Pool to 0 before any remaining damage is transferred to the Hull.
- Weapon Effectiveness: 70% of physical splash damage is absorbed by shields, whereas Energy weapons are 100% effective against them.
Intra-Stack Damage and Overkill Protection
Damage in VoidVerse is cumulative within a ship stack (e.g., a group of 100 Fighters).
- No Wasted Damage: If a ship has 100 Hull Points and takes 500 damage, the extra 400 damage is not lost. The engine kills the first ship and carries the remaining damage over to the next ship in that stack.
- Casualty Calculation: Total Hull Damage (Precision + leftover Splash) is divided by the Hull Points per unit to determine the number of destroyed units.
Defensive Systems
Shield Recharge and ISE
- Natural Recovery: Between rounds, shields automatically recharge between 12% and 25%.
- Planetary Shield Emitter (ISE): Defenders on a planet receive a secondary "Global Shield Pool" powered by the planet's total energy production, used to "top-up" units after their natural recharge.
Debris Fields
When a unit is destroyed, 50% of its raw material cost is instantly converted into a Debris Field. Post-battle cleanup with Recyclers is essential to reclaim these resources.
Battle Outcomes
- Outcome 0: No enemy fleet present.
- Outcome 1 (Attacker Win): The defender is completely wiped out.
- Outcome 2 (Defender Win): The attacker is completely wiped out.
- Outcome 3 (Draw): Both sides still have units after 5 rounds.