Once you have begun building up your fleet, you can attack, siege or support your own planets or the colonies of other settlers. How will you decide to play - peacefully, aggressively or expansively? The choice is yours! In this section, you will learn how the Battle system works.
One of the first things you need to know is how to send out your fleet, which you learned about in the Missions section. Next you need to familiarize yourself with the different kinds of ships that can be used in Battle.
- Civil - Transporters and Explorers
- Swarmers - Scouts, Patrols and Cutters
- Battleships - Corvettes, Frigates, Destroyers, Cruisers, Battlecruisers, Carriers and Dreadnoughts
- Superstations - Yamatos
Although Civil Ships are not intended to be used in Battle, they can still serve a useful purpose in assisting your fleet. The Transporters and Explorers do not have any firepower, hence they are useless on the offence. However, since they do have Structure, Armor and Shields, they could be very useful defensively. 100 Transporters on the frontline of your fleet could actually turn the tides on an enemy who has a larger armada, because he could still lose the Battle due to the protection your fleet received from the Transporters.
Scouts, Patrols and Cutters are the easiest ships to build, cost the least amount of resources and require the shortest time to construct. This allows them to be built quickly, and hence, in larger numbers. Their strength, therefore, lies in the ability to swarm the opponent or to allow your Battleships to fight extra rounds.
Corvettes, Frigates, Destroyers, Cruisers, Battlecruisers, Carriers and Dreadnoughts are the real meat of your space force. These warrior vehicles are what really determine the outcome of the most intense Battles. Battleships and Swarmers come in three Classes - Rocket, Bullet and Laser, which will be explained below.
These are the mighty warships that are at the heart of each Season. They can be used to earn rewards through Upgrades, or they can be used as powerfully offensive war machines. A Yamato is more like a massive battlestation rather than a single battleship. It possesses the power of all three Classes - Rocket, Bullet and Laser - but can increase greatly in power, both offensively and defensively, by adding Tiers to the core ship. You can learn more about these ships in the Yamato section.
Structure, Armor and Shields
In Battle, your ships will have a defensive advantage depending on the size of their Structure, Armor and Shields. You can find details on the strengths of each ship in the Shipyard page. During Battle, when a ship is being attacked, its first defense is the Shield. In each round that the ship is fired upon, the Shields will gradually be consumed, but they also regenerate slowly during the Battle. Once the Shields have been consumed, the next line of defense is the Armor, which also gradually repairs itself each round. Finally, when the Armor has broken down, the Structure of the ship will be attacked. When a ship loses all of its Structure, the ship dies and is no longer counted in the Battle; nor will that ship return with the winning fleet, should you win. A destroyed ship is destroyed forever. A damaged ship, however, will regenerate once it returns to its home planet.
The three different kinds of firepower - Rocket, Bullet and Laser - can be obtained in three different ways.
- Free Blueprints (Rocket)
- Purchased Blueprints (Bullet)
- Earned Blueprints (Laser)
Rocket Blueprints come freely with the game. All you have to do is Level Up your Ship Skills, and you can begin building the Rocket Class ships. Note also that once you have reached the Max Skill Level for any ship, you can begin building all 3 Classes, provided you have the Blueprints activated.
Bullet Blueprints can be purchased, using STEEM, from the NextColony Shop. They may also be found on the Market, hence can also be purchased using Stardust, however, there is no guarantee that the Blueprint will appear on the Market.
Laser Blueprints are earned through Explore Missions, but can also be found on the Market for Stardust, if other players are selling the Blueprints they have earned.
Bullet and Laser Blueprints can also be transferred from one player to another, through the Gift option in your Items page. Rocket Blueprints are not tradable, as they are built into the basic features of the game. Remember that once you have activated a Blueprint on a planet, that action cannot be undone; and furthermore, the active Blueprint will only allow you to build those kinds of ships on that planet. In order to build them on other planets, you must obtain more Blueprints and activate them.
What makes these different Classes so unique, is the firepower that they possess, and the kind of damage that firepower can do.
- Rockets have an advantage over Structure
- Bullets have an advantage over Armor
- Lasers have an advantage over Shields
To better understand the power of each Class, let us begin by looking at the Laser ships. Let's examine the Corvette Najtar, who much like the other two Corvettes, has a firepower of 2. When a Battle begins, however, the defending ship has their Shields as a first line of defense. Although the Corvette Najtar has a firepower of 2, the damage done by the Laser destroys 8 units of Shielding. But when the Shields are consumed, the Laser only damages 2 units of Armor, which is the ship's next line of defense. If the Armor is consumed, the Laser then creates a damage of 4 units against the Structure. So as you can see, the Laser is strong against Shields, weak against Armor and mediocre against Structure.
Looking at the Bullet power of a Frigate Redmill, we see that the standard firepower of all Frigates, is 3. During Battle, however, this Bullet Class does a damage of 6 units to the Shields, while giving a massive blow of 12 units of damage to the Armor, but only 3 units of damage to the Structure. Hence the Bullet is strong against Armor, weak against Structure and mediocre against the Shields.
Finally, let's observe the Rocket power of a Cruiser Kent, which has a firepower of 5. Against the Shields, we see that the Rocket does a simple damage of 5 units, and against the Armor it destroys 10 units; but when we reach the Structure, the damage increases to an incredible 20 units! Therefore, the Rocket Class is strong against Structure, weak against Shields and mediocre against Armor.
As you may now understand, it is wise to not only choose your ships carefully before each Battle, but to also build a fleet with all three Classes, so as to take advantage of all their strong points.
Order of Attack
When you have found an enemy that you would like to Battle, you can either select his planet from the Galaxy map, or if you have the coordinates, you can go directly to the Fleet page. Once you have selected the Attack Mission, you will be taken to a page that allows you to choose 8 different types of ships to form your armada. Choose carefully, as you only have 8 slots to decide the best strategy. From top to bottom, the ships will be ordered in a sequence that will organize the 1st line to fire first, followed by the others. So should you choose to place 20 Frigate Quorns in the first slot, those Frigates will be the first to fire during the Battle, and the first to take damage when the enemy fights back. Study the enemy's fleet well, then develop a strategy within the limits of the those 8 slots available to you. There is no limit to the number of ships that can occupy one slot, provided they are all the same. You cannot place Corvette Petunias and Corvette Najtars in the same slot; they will count as two different kinds of ships.
The attacker always gets the first shot. Each round creates a back and forth of firing between the two fleets. Once the first ship has taken its shot in the 1st Round, the defender will then shoot back in the 2nd Round. In the 3rd round, the attacker's next ship fires the next shot, and so on. If one armada has more ships than the other, the larger fleet will continue to fire round after round, until all ships have been given a turn. In other words, if your attacker has 100 ships, and you have 200 ships, the fight will go back and forth between the first 100 ships on both sides. After that, the fleet with 200 ships will fire one way for another 100 rounds; then they will start over, and again, fire back and forth. This means that sometimes you can win against a fleet of more powerful ships by simply having the strength of numbers.
Order of Defense
When your fleet is not out on a mission, it remains on the surface to defend against any incoming attacks. Unlike the Order of Attack, which can be chosen by the player, the Order of Defense is set in the following predetermined sequence: Civil Ships are the 1st to defend, followed by Swarmers, then the Battleships and finally the Yamatos from Tier-00 thru Tier-20. This is also the Order in which your defending ships will fire back at the attacker each round.
As already mentioned in the Missions section, you can use your Attack Missions to recover resources from other planets, including your own. By mindful, however, that if there are any ships on the planet, they will be attacked first, before any resources are recovered. It is recommended that you inform yourself well before attacking another planet. Does it have a strong fleet that could defeat you? Are the amount of resources being produced worth the time and effort?
Once you have determined that a planet is worth attacking for its resources, you should get a sense of how much it produces, as well as how full the Depots are, so that you can choose the perfect cargo size for the Mission. Keep in mind that your opponent may have a high Bunker Level to protect some of his minerals, as well as the Shield Generator active to protect all of his resources for a certain amount of time.
If a planet is being attacked, and you have enough time, you can send a Support Mission to assist in the Battle. You can also Support your own planet using the Order of Attack feature to defend your colony. With the Support Mission, you can create the frontline of your choice, which will defend against an incoming attack. If the Support Fleet loses, what remains of the the enemy's ships will then have to fight the armada on the planet. A Support Fleet can also be used to defend another player's homeworld, if they don't have enough strength to defeat an attacker. Remember that the Support Mission will maintain a Active Hold position until you cancel the mission, or until the Support Fleet is defeated. A Support Fleet is also a very important way to defend your Yamato while it is upgrading.
Sometimes your target can end up being a moving target, if your opponent has other planets nearby. This is when a Siege Mission can really help. If your adversary tries to run, and you can get your fleet to the other planet before he does, you can trap that fleet, and send in a follow-up Attack Mission. The Siege can also be used to simply ground an opponent's fleet for a period of time, thus stopping his explorations, preventing him from transporting resources and halting the further deployment of other ships. This can be used as a passive Battle tactic if you do not have a strong enough fleet to divide between a Siege and then an Attack Mission. Remember that your Siege Fleet must be stronger than the armada on the planet, otherwise it will be broken and destroyed; equally, if your Siege Fleet is stronger than the planet's defenses, you must have a powerful enough remaining fleet on your homeworld to organize a subsequent successful Attack Mission.© NextColony Guide