Player Combat
Player combat occurs between the player flagship, and one or more races, pirates, or anti-federation rebels/assassins.
Mechanics
- We-go style turn-based action in a top down space shooter.
- Power management between shields, weapons, and engines
- Special abilities from Hydral tech
- Objectives, including 1 or more of:
- Destroy all flagships
- Destroy at least X flaghips
- Dock with station for X turns
Auto-resolve
Combat can largely be avoided through using dispatches, but can also be skipped (for a price) during the battle (except the first battle) at any time by clicking the auto-resolve button in the lower left corner.
- Strength for auto-resolve counts all techs, abilities, and allies in the battle vs the strength of all foes to determine how the battle is resolved
- For each ability that you have in your posession, you get a multiplier to either your hull strength or attack strength, and then also to your autoresolve power. They are broken out by category:
- Direct Weapons: 1.01 to attack, 1.1 to autoresolve.
- Offensive: 1.005 to attack, 1.05 to autoresolve.
- Operations: 1.005 to hull, 1.05 to autoresolve.
- Specialty: 1.004 to hull, 1.04 to autoresolve.
- These apply whether or not you have them actually equipped.
- Notes on specific mission types:
- If you auto-resolve the deliver-spacefaring-tech mission, it treats it as if you alerted ALL of the spy probes.
- The following scenario types have max turn caps for auto-resolve that makes them always winnable, even if they do take a really long time:
- Freighter Convoy: 999
- Destroy Pirate Base: 999
- Smuggle In Resistance Fighters: 999
- Raid Pirate Convoy: 999
- Raid Hydral Technology Lab: 999
- Capture Civilian Outpost: 999
- Capture Technology: 999
- Quest: Scientist Defection: 999
- Quest: Attack Detention Facility: 999
- Quest: Bring Something To Race While Blocked By Another Race: 999
- Deliver Spacefaring Tech: 500
- Quest: Deliver Technical Documents: 500
- First Encounter: 100