Phoenix
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2023
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Pub Meet 2010
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Pub Meet 2011
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Pub meet 2012
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Pub Meet 2013
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Pub Meet 2014
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Pubmeet 2015
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Pubmeet 2016
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Pubmeet 2018
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Pubmeet 2019
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Pubmeet 2023
New Players
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Naval Combat

Damage is the primary concern in naval (space) combat. Suffer too much in combat and a position will be destroyed. Doing everything possible to minimise damage suffered may well reduce a position's ability to damage enemies, thereby prolonging combat and possibly ending up with the same result. It is therefore imperative to strike a balance for how a position copes with delivering and receiving damage.

It is not just a question of delivering as much damage as possible, but rather delivering effective damage. Small weapons often have a damage value for their mass, but many defences can ignore damage that does not penetrate. Large weapons conversely may have a low damage to mass ratio, but because the damage value breaches defences, the damage is more effective.

Some weapon systems can be specifically countered. Missiles and torpedoes for example can be destroyed before reaching their targets through the use of point defence.

Pre-Combat ISR Stress  [Recruit]

All ships involved in a battle can now use their ISR engines to target actively hostile ships before round 1 of a battle. Each ship gets a number of attacks based on the type of ISR drives (ISR 1 is most effective) that they have and these attacks are evenly divided between all hostile ships. The damage from the attacks is modified by the Stress of the ship and armour/shields reduces any damage done.

The dmg done reflects the stresses caused while getting into a firing position against another ship. Ships that are not aggressive do not take ISR stress as they are not 'fighting' to get into a firing position.

Notes:
-Only occurs before round 1 of every day's combats.
-ISR 1: 10dmg x 4 attacks per engine
-ISR 2: 10dmg x 3 attacks per engine
-ISR 3: 10dmg x 2 attacks per engine
-ISR 4: 10dmg x 1 attacks per engine

Offence  [Recruit]

This is basically a list of weapons to be included in the position. There are many to choose from, and for the most part the nature of the weapons chosen reflect the role the position will play. Smaller weapons are generally ineffective against heavy armour, while highly penetrating weaponry may not inflict enough damage to the whole target. All weaponry also has a number of advantages and disadvantages associated with its type. A short commentary follows for each weapon type.

Weapon Types
Beam Weapon
These fire a blast of energy with precision accuracy at the target. Their primary advantage is that they are completely self-contained and do not require the use of ammunition. Their primary drawback is that both planetary atmospheres and the effects of scintillator fields attenuate them.

Launchers
There are two types of launchers - for missiles and torpedoes. They behave in largely the same manner, as both are small devices that launch their ammunition, which then homes in on the target and explodes. The primary advantage with these weapons is that they inflict large amounts of damage and are not affected by scintillator fields or planetary atmospheres. Their primary drawback is that they require ammunition, which is both bulky and prone to explode if hit. Point defence also shoots them down.
Launchers can be given ammunition preference through the use of Weapon Load Out (WLO). If this has not been set, the launcher will fire a salvo of the largest quantity of ammunition available or part salvos if not. Setting WLO to zero for a launcher/ammunition combination will only remove the ammunition from the WLO preference list. Circumstance may still result in the ammunition being used if all preferences have been exhausted or no WLO exists.

Rail Weapons
These use linear accelerators to project a small mass at a target. This mass is generally an explosive charge of some description. The advantage of these weapons is that they fire masses at extremely fast velocities so that some of the damage is kinetic. This makes them efficient and simple to build, as the ammunition is relatively small compared to the mass of the weapon. Their primary drawback is that despite the speed at which the ammo is launched, it is still relatively slow when distances in space are considered. As such they are notoriously inaccurate. As the ammunition is generally not a single mass by the time it impacts on its designated target, point defence is ineffective against them.

Space Fighters (bombers and interceptors)
These are launched from fighter bays. They are launched at the start of each day and have to return at the end of each day for refuelling and ammo replacement. This means that they only take part during the middle two rounds of daily combat. Their advantage is that they are the most accurate type of weapon and as such are most suited to targeting a specific item category such as life forms or weapons. Their primary drawbacks (beyond their limited daily combat use) are that they are expensive to build and can be destroyed by point defence or interceptors.
As well as being launched from fighter bays, they are controlled by them. Loss of fighter bays due to damage in combat causes loss of fighters.

Tractor Beams
These generally do not damage the targets they fire against (although some specific weapons that make use of tractor technology may do so). They are primarily used offensively to reduce the combat speed of the target. This will in turn reduce the target's dodge bonus. Their primary disadvantage is that they are not much use without other supporting weaponry.

Weapon Statistics  [Recruit]

Accuracy
Each weapon, launcher or even ammo has an accuracy bonus that is applied to the total accuracy and therefore affects the chance of hitting a target. In the case of ammunition-based weaponry, this is the combination of the individual values for both the ammo and the launcher, although in most cases one will be zero.

Damage
Each offensive weapon has a damage value. This is the amount of damage that a successful hit will deliver, generally based on the size of the weapon. Larger weapons of the same type will as a general rule deliver more damage, although the damage to mass ratio will be lower - a weapon ten times as large will not deliver ten times as much damage. Due to penetration of the tiers of defence (see later), larger weapons may well prove superior in combat, especially against heavily armoured and shielded targets.

Armour Factor
Needle beams and armour piercing mechanisms rely on the basis that their damage is applied to a very small area. As such the overall defence is much lower. The drawback with this is that there is only so much damage that can be applied to a vastly reduced area. As a consequence, the damage inflicted by highly penetrating weaponry is generally much lower than the more conventional varieties of the same weapon. The armour factor is the multiplier to any tier of defence that affects the attack. This means that highly penetrating weaponry often has a low armour factor.

The damage to armour is divided by the weapons armour factor (if greater than 1), so a high dmg to AF ratio weapon will strip armour off a ship more effectively.

Blast Radius
Normally all damage from one hit will strike one item. Which item is hit is determined by comparing the size of each item with the total size of a position. Therefore having a lot of an items of a specific type, or having items with large surface areas will mean that they are more likely to be hit by incoming damage. If the damage applied to the item is lower than the defence of the item, it has a chance of being destroyed percentage of damage received - if more damage is applied to the item than its defence value it is automatically destroyed. Should excess damage exist, the remaining damage is treated as splash damage.

To calculate how much damage is carried over and used to damage other items, the excess is multiplied by the blast radius and this number is then multiplied by a value derived from the spread of the target. A ship is always considered to be packed, i.e. within a small volume, while a ground party may be distributed over a varying area and can have any spread from packed through to disperse (Note, each spread description covers a range of values). This damage is then applied to other items. This may in turn also result in overkill and result in further carryover splash damage until there is no damage remaining from the hit.

Highly penetrating weaponry generally has a low blast radius. The theory being that they focus their blast on a very small area. Exceptions to this general rule exist but they are unusual or restricted technology.

WoMD - Nuclear and Antimatter Weapons  [Recruit]

Weapons with nuclear capability will deliver orders of magnitude more damage when the target they hit is not surrounded by an ISR field. Generally speaking a world will have an ISR field providing that it has a base that has active command complexes or appropriate civilian technology. The ISR field will take 4 weeks to stabilise or decay and is incapable of dampening nuclear damage to positions not directly generating their own dampening field while unstable.
As a world with an ISR field and without an advanced population will indicate that there is at least one base on its surface, it is possible to turn of the base's contribution to the world ISR field.
The use of nuclear weapons against targets on populated worlds will have a negative effect on the population. Depending on the circumstances, expect GM Moderated implemented ramifications beyond the conflict zone including though not limited to the immediate closure of merchandising complexes belonging to the faction responsible and their allies due to intense civilian displeasure and fear of retaliation.
The nuclear wars that killed hundreds of millions in the Stellar Empire's civil wars are still fresh in memories of the survivors (as centenarians are not uncommon). The Tau-Ceti Agreement banning their use on civilized worlds still holds, at least nobody has yet torn up the agreement.

Use of Nuclear (WoMD) Weapons
Affiliation profile setting will determine if WoMD will be launched in a battle.
The profile settinss are:

  • Nowhere
  • Space
  • Dead Worlds (include stargates, wormholes and other celestial bodies along with their surrounding orbit)
  • Populated Worlds (worlds and their orbits with registered sentient/native populations of at least 100,000 people)
  • Anywhere

Further
There may be ramifications of using WoMD on a populated worlds as dictated by circumstance. These may include environmental damage, loss of population and infrastructure. There may be a social outcry if the species on both sides of the conflict share a heritage or of a common species. The most common result is a Unique Cultural Modifier such as 'Warzone Disruption - Nuclear'. This will negatively update the world's infrastructure. This can normally be removed through the successful integration of Planetary Restoration (see Infrastructure) though a serious bombardment may require two or even multiple integrations spread over time to completely eradicate the penalty.

Further Reading
The IGN article explains some roleplaying aspects of WoMD.

Targeting  [Recruit]

When a combat targeting option is taken there is an accuracy penalty applied to each weapon capable of a focused attack. This is in addition to losing the target size bonus. Where a hit occurs, the damage is routed into specific items. Excess damage, where an item is destroyed, is then applied to the position as per normal damage distribution. Where an attack missed, there is a second hit-check by the weapon without the targeting penalty but size is now included but base accuracy is no longer included (i.e. it may have hit if the penalty was not accounted for), representing missing the intended area but still potentially hitting the target. Should this succeed the damage is applied as per normal distribution.
Target Preference Accuracy Modifier Items Targeted
Structure 0 Bases: Complexes
Platforms & Ships: Armour & Hulls
Disable -1 Shields, Shield Generators, Scintillators, Engines (Thrust and Combat),
Sensors & Targeting Computers
Weapons -3 Launchers, Energy, Kinetics & Tractors
Does not include fighter bays
Life -9 Any Item with Life Flag
Does not include A.I.'s

Defence  [Recruit]

Without any form of defence a position will be destroyed very quickly. It is therefore imperative that some measure of defensive capability is accommodated in any position. Ships and platforms have their hulls as the last line of defence. Other positions however are not so fortunate. They have to rely on other factors.

Armour
Ships, as well as having their hulls to soak up damage can also prevent damage penetrating through the hull by incorporating armour in their construction. The amount of armour that can be fitted to a ship is based on the type of hull used in construction. The thickness of the armour is then dependent on the armour used and the amount used.

Hull Type Maximum Armour thickness
Ablative Normal Light
Heavy 120 80 60
Normal 60 40 30
Light 15 10 7.5
Xtra Light 7.5 5 3.75


Ablative armour
This is built from material that quickly decays when damaged. This swiftly absorbs energy that would normally be transferred through to the contents of the position, thus providing a thick line of defence. The primary drawback with this is that the absorption of the energy destroys the armour. So while it may be excellent to begin with, in a prolonged battle the protection offered by the armour will drop rapidly. Use this armour type for positions that do not expect to be in combat for long!

Armour Plate
The standard warship armour is armour plate. This is tough stuff and while it is not as thick as ablative armour, it will last much longer. This makes it suitable for long drawn-out conflicts.

Light Armour Plate
Note: While this is in fact a restricted item, requiring research before it can be produced, it is mentioned here for completeness.

The advantage of this armour is that while it is thin, it is very light. As the combat speed of a ship is based on the total mass of the ship and the quantity of engines supplying combat thrust factors, a ship with this armour type can have a much higher combat speed. The advantages of this are many. Primarily it means that attacks will have a lower chance of hitting and in the case of inaccurate weapons such as rail guns, this can be considerable. The second advantage is that having high combat speeds allows a ship to pin other targets rather than become locked themselves. This may mean the difference between being locked in combat until destruction, or getting away for repairs long before this occurs. The primary disadvantage is that the armour is not very thick so high accuracy weapons can be quite lethal to ships with this type of armour.

Other Armours
Other armours exist although these are not primarily designed for combat. Korondite armour and its ilk offer only marginal defence and are easily destroyed. They should not be seriously used as a combat aid - except for avoiding combat in the first place!

Shields
Shields are based on field theory and utilise regions of varying potential with fluctuating nodal points and artificial van Allan belts. These field lines channel energy in the same way that the magnetic field of the Earth channels dangerous stellar winds away from the surface. Once charged to maximum they slowly and naturally deplete although this is by a very small amount and is accounted for in the construction of shields. This allows the position to perform normal operations such as docking and making transactions without worry.

The only drawback is that when channeling large amounts of energy in a very short time - such as within combat the field is depleted much more rapidly than in normal operations. In these circumstances the shield unit cannot recharge the field. In order to have the field restored to full strength the ship needs to visit a maintenance complex, or install devices specifically designed to perform this operation.

A shield has three values; maximum factors, current factors and depth.

Maximum Factors
This is the value of the combined shields when fully charged. This is measured in factors. Each factor represents the ability to absorb 1 damage, i.e. a shield with a maximum of 400 factors can absorb 400 damage before being depleted.
Platform hulls due to their design have inherent shielding (+10% effective cargo as shields)

Current Factors
This is how many factors are present. If there is a drop in the quantity of installed shields, then this number will drop only if the new maximum factors are less than the current factors. This presumes that as large a field as possible will be maintained, allowing for the best shield possible. If there is an increase in the number of shields installed, the current factors will not increase. It is presumed that new shields are installed uncharged. If a ship undertakes a maintenance visit the shield factors will be automatically recharged to maximum. Ground parties cannot do this so must use shield generators (see below).

Shield Depth
The ability to prevent damage is a function of the shield depth. The depth is determined by the number of shield factors in the shielding field and the surface area covered by a shield. The surface area is itself dependent on position's total size modified by its spread. As a consequence, a dispersed position with the same number of factors as a packed position will have a much lower shield depth. In the case of ships, those built from heavier hulls are more compact. This means that even if they have the same number of hulls they will have smaller surface areas than ships constructed from the lighter hull types. As a consequence they will have greater shield depths for the same number of factors. This though is countered by the extra internal capacity of the lighter ships, i.e. the ability to carry more shields in the first place.

The last function contributing to shield depth is based on field theory itself. There is field strength fall off with increasing factors. As a consequence, doubling the shield factors will not double the shield depth. This relationship can be represented in graphical form.
user image

The shield depth measures the maximum amount of damage that can be absorbed from a single hit suffered during combat. As this is the maximum damage that can be absorbed, it is more likely that only half the shield depth will be effective, i.e. a shield depth of 30 will absorb on average 15 damage per hit.

Each hit is treated individually. So by this, presuming there are enough shield factors, a shield is more likely to stop many hits, each of a small amount of damage than a single hit of a large amount of damage.

Shield factors and therefore depth is not reduced unless the defenses are penetrated (i.e. the damage reaches items) and keep exisitng shield depth equations for starbases and platforms.

Damage done to shields are shown on battle reports in (shield bracket).

Shield Generators
In order to recharge rapid depletion, a ship can install shield generators. These have a recharge value. The total recharge value for all the generators will be added to the shield factors at the start of each round of combat. During the course of the round of combat however there may well be a drop in the total shield factors, which will result in a drop in shield depth. As there are 4 rounds of combat in every day, during a day where there is no combat, shields will generate 4 times their recharge value in shield factors.

NB. Shield generators will never recharge shields beyond their maximum shield factors. Excess shield generators will be ignored. A ship designer should consider carefully the balance between shields and shield generators to best suit the ship's intended role.

Starbase Shields
A base (starbase and outposts) can construct starbase shield complexes. These augment the factors, depth and recharge of shields. The maximum potential is reached when 10% of the total complexes of the base are starbase shields. When activated (requiring 4 weeks), they will multiply factors and recharge by 5. They will also grant an extra shield depth of 200.
Having active starbase shields however prevents the use of naval weaponry, including the launch of fighters.

Planetary Shields
Planetary shields prevent anyone from landing* (and building hiports) unless they are on the Landing List** of the 'gate' platform. The planetary shields are only active when:

  • Planetary Shields [Infrastructure] is installed on the planet.
  • At least 1 starbase with starbases shield on the planet of the same AFF as the gate and controls the gate platform.
  • An active gate platform is in orbit, with active deflector arrays at the start of the day (Any such platform will have a [Gate 3/4] designation).
*including orbital drop or shuttle port in/out
**Landing List: A list that either the gate platform or controlling starbase sets up to give access to planet

All positions on planets surface have at least 300 shield depth while the platform is in place. Every starbase (after the first) on a planet (with active starbase shields) will add up to +50 to the shield depth. While planetary shields are active nothing on the surface can fire an anything in orbit.

Deflectors Arrays
Platforms can mount deflectors.
  • Each platform hull provides 10 inherent deflector factors
  • Maximum Number of Deflector Arrays = sqrt (deflector factors/1000) rounded up or 8 which ever is smaller.
  • Each deflector array has max hitpoints = Deflector factors (To kill a defector you need to do deflector factors + shield recharge in a round)
  • Each deflector array charges from shield generators after shields are at maximum
  • Each charged deflector array added +50 to shield thickness of platform
  • Only one charged deflector array can be damaged in any one round. Any damage done to the array does not have to penetrate the shields.
  • Platform shields and armour are only damaged after all deflector arrays are destroyed.
  • Platforms will be proceeded by [x/y] on scans to represent the charged defector arrays. eg PLATFORM Happy Times (3433) [4/8]
  • Damage done to deflectors is calculated before any other armours/scints/shields are applied.

This mechanic does not block all damage, if you hit the platform with heavy photon battery it will be 350 (shields + deflectors +armour) vs 400-475 dmg

Scintillators
Scintillators use a similar set of principles as shields, although they do not attempt to absorb energy. As such they are never depleted. Once installed they work by sustaining highly reflective material in a stationary field around the position. This works to disperse electromagnetic energy - such as that used by beam weapons as it passes through the suspension. As the field can be manipulated from within the position, there is no attenuation of outward firing beam weapons or gatling lasers.

The coverage given by the dispersion field is calculated using the same parameters as shield depth. The dispersion field works in the same manner as shield depth, i.e. the coverage is the maximum damage absorbed per beam weapon hit. The average damage absorbed will be approximately half the coverage value.

It is clear that a respectable scintillator coverage will counter virtually all attacks made by weak beam weapons such as light photon guns.

Point Defence
Point defence is weaponry designed solely for the purpose of countering enemy attacks. It can never be used offensively. There are two types, beam weapons and rockets. Rockets are much more effective than beam weapons but use ammunition. Both shoot down missiles, torpedoes, space fighters and space bombers that are on attack vectors towards the position.

Beam Weapons
The standard point defence beam weapon is the gatling laser. They form the first line of defense against designated attacks, as they do not use ammunition. They only deliver a small amount of damage so are only particularly effective against missiles (and to a certain extent torpedoes). Each beam weapon has a designated number of shots although these will be used sequentially in order to counter attacks. This means that multiple shots will only be used against an attack if preceding ones fail. This makes even a few gatling lasers very effective against missile attacks.

Rockets
The standard point defence rocket is the phalanx missile and its launcher. This is used only after the exhaustion of gatling lasers on account of its use of ammunition. They have a much greater accuracy than beam weapons, as they have their own tracking systems and do not rely on line of sight. They also deliver a superior amount of damage making them effective even against larger targets such as space fighters and bombers.

Interceptors
These are similar to space fighters in that they are launched from fighter bays. The only difference is that their task is to engage enemy space fighters and space bombers. Unlike normal defensive measures, interceptors will attempt to engage all enemy space fighters and bombers. This means that they can be used to cover friendly ships being attacked by enemy space fighters.
Interceptors are launched from fighter bays and are controlled by them. Loss of fighter bays through damage in combat will reduce the active interceptors in combat.

Leaving Combat Zones  [Recruit]

When a ship leaves a combat zone it may be subject to a mini-battle with enemy positions present in the location. The mini-battle will occur at the time the position leaves the location, during the main run and will not be postponed until the end of the run (as it is the case with a full battle). Mini-battles rarely inflict more than modest damage.
The type of mini-battle is either Escaping Combat or Opportunity Fire. This will be reported in the notification.

Escaping Combat Mini-Battles
This will occur if the position leaving a battle is still being targeted by positions from the previous day. All targeting positions will open fire for a number of rounds based on the relative fleeing speed of the leaving position compared to the combat speed of the targeting position.

  • 0-50% fleeing speed:targeting speed is 4 rounds
  • 50-75% fleeing speed:targeting speed is 3 rounds
  • 75-100% fleeing speed:targeting speed is 2 rounds
  • 100%+ fleeing speed:targeting speed is 1 rounds

e.g. Fleeing ship has fleeing speed of 3g and attacker has combat speed of 1g results in 1 round of combat.
e.g. fixed locations firing at leaving ships invariably only get 1 round of combat.
e.g. a leaving ship is being targeted by 5 ships. All five will engage the leaving ship in a mini-battle.

All ships that have engaged in the mini-battle will be flagged as such and will not engage in another mini-battle on that day.
Platforms and bases may engage in multiple mini-battles against ships leaving the combat zone. This will be against all positions they are currently targeting. They will however only fire a proportion of their weapons based on the their number of targets.

Note:
  • If target is 3 times as fast as the attacker then it only gets 1 round of fire vs it but being faster does not reduce this to zero.
  • Under the worse conditions ships leaving combat are hit by 4 rounds of combat.
  • Leaving ships can not increase their dodge by manoeuvring.
  • Ships that flee as part of space combat are not in a battle and therefore not subject to Escaping Combat mini-battles (This includes dump cargo and flee). They may however be subject to Opportunity Fire on the next day (see below).


Opportunity Fire Mini-Battles
These represent skirmishes between an arriving ship and a withdrawing ship, engaging in a brief combat at maximum range and only occur between ships that have not been involved in an Escaping Combat Mini-battle.

If a ship enters a location, either a battle zone or a location with an enemy ship, it may become involved in an Opportunity Fire mini-battle.
The arriving ship will attempt to initially target the fastest untargeted enemy position present. If all potential enemy targets are already targeted it will target on based on least number of targeting positions. It will also be given the 'Entering Combat' flag that distinguishes it from those position present on the previous day.

If a leaving ship has not been subject to an Escaping Combat mini-battle and is being targeted by a ship with an 'Entering Combat' flag, there will be an Opportunity Fire mini-battle. Only one 'Entering Combat' position will engage the leaving ship and it will be for only 1 round. Further the quantity of weapons fired by both positions will be based on the relative fleeing speed of the leaving ship to the combat speed of the 'Entering Combat' position. This has a maximum limit of 50% of weapons where the 'Entering Combat' position is significantly greater speed than the leaving position and a value of 25% where the fleeing speed is equal to the 'Entering Combat' positions speed. As with Escaping Combat mini-battles, the engaging position is flagged as having been in a mini-battle.

Damage Report  [Recruit]

Each round of combat will consist of a detail of the weapons fired and a breakdown of the damage.

Example:

Round 3: 21 Space Bombers
- 21 hits - 787 (160) [1050] damage

The damage breakdown is as follows: penetrating damage (damage absorbed by shields) [total damage delivered]

In the above scenario, of this total of 1050 damage, 160 was absorbed by shields, 103 damage is absorbed by armour and/or scintillators leaving 787 (1050-160-103) damage to hit home. This damage is then distributed amongst the internal items of the position.

When determining how much damage is absorbed by shields and armour, each hit is treated individually. Factors such as armour penetration and depth can mean that weak damages are totally absorbed. This can produce this sort of outcome:

Round 1: 70 Light Photon Guns
- 70 Hits - 6 (1244) [1750] damage

As each hit is dealt with individually, it can mean that more damage is delivered to a specific item than is required to destroy it. The excess damage may then be lost or may inflicted on another item depending on the nature of the target and the weapon. For example, enclosed spaces such as ships when hit by explosive weapons, have a greater chance for excess damage to be allocated to other items.

Heavy hulls and platform hulls also provide internal protection for items due to the increased use of internal bulkheads as part of their design (items get x3 defence which can be increased up to x4 through officer damage control training). This can mean that even penetrating damage may appear to be less effective against warships.

Ship Destruction
No hulls or armour will survive an integrity breakdown � but no cargo will be lost.
Ships will only be blown up when all hulls and internal items (not armour) are destroyed (this is not accounted for on the pre combat ISR checks).
If a ship is destroyed then it only receives a battle report if there are other ships there from the same squadron/affiliation/player.

Base Damage
Complexes are converted into either rubble or ruins when they are destroyed. Further damage incurred on ruins will convert them into rubble. Rubble can continue to absorb damage though will decay naturally over time, being removed from the base.
Bases with only rubble/ruins will be converted to derelict - taken from control and removed from combat.

Further Reading
The IGN article Everything you need to know about Damage gives a lot more detail on how damage is applied. It makes for some heavy reading.

Clarification on dropping lists, clearing locked targets and ending combat  [Recruit]

To get out of a combat and move away when there is an enemy present:
Clear Target Lists
Successfully move somewhere else - you do have to change your location if this is going to work.


Issues:
If you are being targeted you will be drawn back into combat if you do not move away.

If you still have support, defend lists, shield position or return fire, if there is an ongoing battle, you will almost certainly be drawn back into battle if you do not move away.

If you have enemy lists and issue orders such as transactions, scans and in general orders that cost TU's you will have an enemy check and be pulled back into combat.

Even if you clear all lists (and targets), if you do not move away, you may be pulled into combat due to others targeting you from the previous day. In this case you will try to flee but may return fire depending on your flee and retarget settings.

If you want to hang around in the same location and get out of combat:
First of all, there are no guarantees this will work.
Clear targets, clear lists, set to flee, set to ignore incoming fire. This will put your ship into a spin ignoring any kicking it is getting and trying to get away.
Pray to your chosen deity that the opposition has done something similar or that you are faster.

Yank - who is to blame
If you wandered in there with enemy lists and caused a fight - the system weapon will open fire on you (even if you are getting a kicking anyway). If the battle continues the next day, you will be shot again even if you no longer have enemy lists (how does the KAS know you have changed tactics?). Basically, if you cock-up, clear target and enemy and move away.
The reason you are dropping enemy list in this case is because you don't want to start a fight in another location.

Post Combat Stress  [Recruit]

Where a combat lasts for 4 rounds all participating ships suffer integrity loss (as per a standard weekly drop). If a battle continues over multiple days, all participating ships will suffer the loss on a daily basis. Combat stress is reported in the battle manifest.

Integrity Losses for Ship Type
Heavy Hull - 1 week
Normal Hull - 4 weeks
Light Hull - 1 week
Xlight Hull - 1 week

Target List and Order of Targeting  [Recruit]

Target Lists
Anything can be added to your enemy/support/defend lists providing you have a naval officer. When you scan a ship the enemy lists are checked vs system/relation to see if they are valid enemies are your location and a battle is started if you spot a valid enemy.

Inside each battle target lists are created to decide which ships to attack. This is done as follows
[1] The enemy target list is created from your enemy list checked vs system/relations to form a list of all your valid targets.
[2] The support target list is created from the enemy target lists[1] of all the affiliations/positions you support. You can only support allies.
[3] The defend target list is created by looking at all the positions you are defending and checking the enemy target lists[1] and support target lists[2] of positions that have them as targets.

The target lists will be printed on every position after a battle to avoid confusion over what happened.
e.g.
ENEMY TARGETSSUPPORT TARGETSDEFEND TARGETS
AFF XAFF Y*None
Position X


There is a * next to any entry then it is derived from supporting/defending another aff (not your own). This allows some level of understanding what is happening.

Example
At a location in Yank (core system) we have:
-IND Victim
-PIR Attacker has IND on its enemy list .
-KAS Rescue has Everyone on its defend list
-PIR Helper has PIR on its support list.

KAS is assumed to be friendly to IND for this example so it can defend it. The battle is in a core system but the PIRs can attack there so all the enemies are valid.

PIR Attacker gets this target list (ie it attacks via enemies)
ENEMY TARGETSSUPPORT TARGETSDEFEND TARGETS
INDNoneNone

KAS Rescue gets this target list (ie it attacks via defence)
ENEMY TARGETSSUPPORT TARGETSDEFEND TARGETS
NoneNonePIR

PIR Helper gets this target list (ie it attacks vis support)
ENEMY TARGETSSUPPORT TARGETSDEFEND TARGETS
NoneINDNone


IND Victim has no target lists and can only return fire.

Supporting / Defending
As there are two levels of support/defend, a specific position and the entire affiliation, the two levels of treated differently.
Where a specific position is being supported, its enemy list is carried over to target lists of the supporting positions.
Where a specific position is being defended, individual positions attacking the defended position are carried over to target lists of the supporting positions.
Where an affiliation is being supported, only the affiliations appearing on their enemy lists are carried over to the target lists of the supporting positions.
Where an affiliation is being defended, the affiliations (not individual positions) attacking the defended positions are carried over to the target lists of the defending positions.

e.g. for Support:
If you are IND and support IND, if an IND position specifically targets position Y, the enemy will not carry over. If you are IND and support position X, if X targets position Y then Y will be taken as an enemy.

e.g. for defend:
If you are IND and defend IND, if position Y targets position X (IND) then the Aff(Y) will be added as an enemy. If you defend position X (IND) then if position Y targets position X (IND) then position Y will be added as an enemy.

This is subtle but necessary to avoid individual targets becoming swamped.

Order of Targeting
The target lists are used in this order, using the appropriate target list for following

[1] Returning fire
[2] Position is on our enemy list
[3] Position is on our posted list
[4] Affiliation are on our enemy list
[5] Position is on another posted list
[6] Defending Own Aff Position
[7] Defending Friendly Aff Position
[8] Supporting Own Aff Position
[9] Supporting Position from Allied Aff
[10] Defending Own Aff
[11] Defending Friendly Aff
[12] Supporting Own Aff
[13] Supporting Allied Aff

Screening  [Recruit]

Screening is the tactic of using one or more ships to intercept incoming fire against another during combat. There is only one restriction, the screening ship must be as fast if not faster than the screened ship. Where the screening ship is faster, its speed is reduced to that of the screened ship.

This tactic works where the screened ship is inherently tough and has a good dodge where the dodge is the product of a captain and inertial damping. Other considerations for a screening ship are that they are disposable where the screened ship is very valuable and the screening ships have dedicated a large amount of its install space to defenses such as shielding and point defense.

Screen ship does not intercept boarding actions and will not intercept attacks directed at a boarding ship.

Screening a position requires the ship to remain in combat. If no valid targets exist and the target is not engaged, the screening ship will leave combat and once left will not re-enter even if the target is later engaged. All other combat considerations need accounting for, such as naval officer, not fleeing etc to ensure the screening ship remains in combat.

A ship can only screen one specific ship which is set using the screen ship order though multiple ships can be used to screen the same ship. To screen a new target, submit the order again for the new ship while submitting the new target as zero removes screening.

Example
The ship being screened by multiple ships will have a battle report like this:
Code:

----------------------------ABC SHIP Bacche (218)----------------------------

Shields: 19500[70.8]
Scint Coverage: 50
Armour protection: 105
Target Type: Disable

ABC Gunboat 22 (9215) screened an attack from PIR Nik (205).
ABC Gunboat 15 (13463) screened an attack from PIR Tally Ho (7285).
ABC Gunboat 2 (59804) screened an attack from PIR Allen (9714).
ABC Gunboat 3 (7548) screened an attack from PIR Tally Ho (7285).


The attacking ships will have a battle report like this:
Code:
------------------------PIR SHIP Nik (205)-------------------------

Shields are down
Armour protection: 118.4
ENEMY TARGETS SUPPORT TARGETS DEFEND TARGETS
Bacce (218) None None

Attempting to Target ABC Bacce (218):
Position is on our enemy list.
ABC Gunboat 22 (9215) screened our attack and was targeted



Example of Targeting  [Recruit]

Broadsword with missile launcher(205) - 6 ACC and 10 Targeting Computer (107) - 3.1 ACC bonus, firing at another broadsword with 1.25 dodge
Profile of a 75HH is 2.5 - from Game -> Position Editor
So:
+3 for basic to hit
+2.5 for Profile of other ship
+3.1 Acc Bonus
+6 Missiles
-1.25 Dodge of other ship
---
‭13.35‬

Round to nearest => 13 Acc

If 3d6-3 is less than Acc then we have a hit. So less than 13 = hit which occurs 95% of the time

List Acc vs % chance to hit (on average) :

0, 1,  2,  3,  4,  5,   6,   7,   8,   9,   10,  11,  12,  13,  14,  15,  16
0, 1%, 2%, 5%, 9%, 16%, 26%, 38%, 50%, 63%, 74%, 84%, 91%, 95%, 98%, 99%, 100%

3d6-3=max 15 and therefore 16 is 100% hits

 
News
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*** Inter Galactic News ***

Solo claim swings back and forth

The situation in Solo appears to be getting even more heated. First the NHS dropped 600,000 troops to contest the system and then the DTR answered with enough troops of their own to trump the NHS claim. The NHS found yet more troops, taking the contesting claim up to 750,000 and once again the DTR answered, bringing Solo back under DTR control. Now the NHS have had a look down the back of the sofa and found yet more troops, taking the contesting claim to a massive 900,000 trained troops. We wait to see if the DTR have an answer to this. We can only guess where all these troops are coming from, but what is clear is that the established affiliations clearly have far larger armies than many thought.
 
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*** Inter Galactic News ***

NHS attempt to claim Solo away from DTR

In a shock move the NHS have contested the Solo claim with a huge garrison of 600,000 trained troops. In a move that nobody saw coming, especially as it was unknown the NHS had such a large force of troops to draw upon, the NHS seem to be provoking a response from the DTR. Currently there has been no word from the DTR in how they are going to deal with this claim jumping, although rumours are that they are pretending the Solo claim doesn't really matter to them and so action is unlikely. However this may be a smokescreen and we may yet see the DTR's powerful fleet cause havoc in the system of Solo, which has for a long time been an important junction and fought over by many different factions.

DNA Chairman TonTon resigns

The following communication has been leaked from the DNA to the GTT's PD.

Greetings CEO Fox.
It regrets me to have to inform to you that the DNA nation state will be renouncing its claim on Aladdin system following a ceremony planet side, shortly.
However, it gives me great pleasure to have to inform you that these ceremonies are being planned by Vladimir Tavikovitch, the South Road Traffic Coordinator. He is also responsible for all DNA and .ore. assets in the Outer Naplian (Capellan) periphery so if there are any further issues, please take it up with him.
For any and all other matters, please forward your request directly to the DNA directorate services at NexusID: DNA people.
The Foreign Ministry objects one last time to your illegal claim jump of Aladdin, but we realise it is time to de-escalate.
Normally i would sign off with Naambta, but doing so would be hypocritical. Let me say good riddance instead.
I hereby resign in protest!

Chairman TonTon,
Foreign Minister, DNA
cc: Directorate Services personnel coordinator - !urgent resignation!


DTR threaten WMB with fines for multiple breaches of DTR Law

Lady Sylvansight of the DTR has issued a fine of 1,000,000 stellars to the Wimbles for multiple breaches of DTR Penal and Territorial Law. This seems a very brave move of the DTR to risk upsetting the huge and warlike WMB when they also have the rival NHS Solo system claim to deal with. No word has been recieved yet that the Wimbles are going to pay, but if the formidable WMB warfleet is seen heading for the DTR home systems we will know what their thought are on the matter. The DTR and WMB fleets going head to head would be a sight to behold.

*** Affiliations ***

AFT Association of Free Traders (54) - Marion Tweedy
BLG Bolg Organisation (22) - Akhenaten
CIA Combined Intelligence Agency (64) - Laton CIA
DNA Displaced Natives Asylum (66) - DNA people
DTR Detinus Republic (58) - Morley Decker
DWK Dewiek Packs (19) - <Unknown>
FCN Falconian Republic (70) – Graspien
FEL Felini Tyranny (49) - Kr'Shan
FLZ Flagritz Republic (47) - Kayxaer
FET Frontier Exploration & Trade (56) - Cu Chulainn
GTT Galactic Trade & Transport (52) - Xavier Fox
HEX Hexamon (23) - Tranquility
KRL Krell (30) - Namica
KRT Krell of the Reverence Temple (37) - Cyn
KST Kastor Kastorians (12) - Kastor
MOH Mohache (73) – Listens
NHS Noble Houses (41) – Roy Roberts
NLF Naplian Liberation Front (38) - NLFHQ
SMS Stellar Mining and Smelting (53) - MikhailM
WMB Wimble Nations (25) - zz

* Leader MAY be inactive, affiliation may be active
** Only known contact, please update us if this is incorrect.

NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
Inactive: ANT, COD, BHD, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

*** Submissions ***

By private message to The Editor or via Mica if you prefer to remain anonymous.
 
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*** Inter Galactic News ***

DNA and GTT clash over Aladdin system claim while Pirates look on.

The GTT have this week launched an attack on the DNA outpost in Aladdin, in what appears to be little more than a turkey shoot. Around 100,000 GTT Naplian Startroopers attacked the DNA position to remove the rival system claim. Reports indicate the DNA garrison were taken by surprise and lost control of the base in the first few hours of the fighting. The base has since been reflagged from [Free Naplian Capital] Peaceful Protest to [Loyal Naplian Capital] DNA claim Ended so it's fair to say there was a clear message being sent by the GTT. We have been waiting for the DNA leadership to comment but so far they have been unusually silent. No doubt when they have crawled out from under their desks they will have something to say on the matter.

While this attack was going on several pirate ships were also seen in Aladdin, according to the GTT in what may be true or may be a diversion, with reports of a pirate GP and scout being destroyed while a 150HH pirate warship slipped away and escaped from incoming anti-pirate patrols.

Secret meeting of the EEM

A recent communication intercepted by one of our top reporters today made us aware of a meeting of the EEM. This is underway in a top secret location called Black Pool, which sounds suspiciously like the lair of a pirate band. After pulling in many favours, we were able to identify some of the attending members. On the bases that they won't be named we were able to find out some slight information of the subjects to be discussed at the meeting and one thing is for certain, there could be huge impacts to the lives of everybody living in the galaxy. Details to follow. When the shadowy figures of the EEM come together with the top political players in a pirate base the possibilities are endless!


You are never more than 6 systems from a RAT 🐀

A new saying has arisen in the bars and spaceport of starbases throughout the many peripheries; you are never more than 6 systems from a RAT.

It is understood that this saying originated in Yank and spread by trade vessels to peripheries far and wide. Many starbases have heightened their security and added additional sensors and locks to various entry points including foul and grey water outfalls. Beer and drug stocks are undergoing increased proofing to avoid the critters gaining entry and consuming the stockpiles.

Will this present as a new plague of proportions never before seen or is this some simple urban myth being spread for the amusement of some mischievous entity? Who knows, but to be certain... check the shadows.

 
This year we will again be returning to the Briardene Hotel. They were welcoming, the bar didn't run out of beer pre-covid and there was room for quiet chats. Along with Wetherspoons there is the Victoria just down the road (Sam Smiths - last time beer was around 2 shillings per pint and a full round was less than £10).

Mostly drinking beer and talking toot though we have a good few things on the agenda.

Bookings are done directly with the hotel. Book by phone and say that you are with KJC Games

Briardene Hotel
Telephone: +44(0)1253 338300
All staff should be able to deal with the booking but if there are any problems ask for Tracy (manager) as she dealt with all our foibles in previous years.
 
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*** Inter Galactic News ***

Dog days are over

With the fall of the DEN and the implosion of their home territory as the AFT, DTR and GTT moved in, it was unlikely the Dewiek would rise again. The DWP gave the species a little hope with the Dewiek Pocket Periphery kept under lock and key. But news has reached us of the AFT's penetration of this private area of space that's been locked down. With a base and claim in one of the three visible systems it seems that the end of the Dewiek is near. A once noble and aggressive race, determined to make an impact on the galaxy is now little more than a species that lives under the command of others. A sad end to a once powerful species that used to control a significant part of known space.

Pirate activity continues

Yet more reports of pirate activity have been received, one from the WMB, losing a freighter in Solo and another from the FET who reported they had engaged and hit the attacking pirate ship with several weapons before it managed to make off with it's prize. Hopefully the pirate ship took significant damage and will now be out of action for some time. The Corewards periphery seems to have been plagued with pirates recently and many travellers would welcome a break from attacks.


MEK incursion into Corewards

The FET and GTT have mounted a joint venture into Nog-Kesri to tackle a MEK force. It isn't known where they have come from, with the only other MEK ships seen so far being located in the Orion Spur. The lack of a known link between where they have appeared in Corewards and the Orion Spur has caused some concern among planetary populations as who knows where they could turn up next! Fortunately the combined FET/GTT task force dealt the MEK a heavy blow and the threat has been eradicated. But we all know this is unlikely to be the last we hear of the MEK in Corwards and we would encourage ship captains to keep a keen eye on thier sensor screens when travelling near Nog-Kesri.

 
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*** Inter Galactic News ***

  • CIA freighter fights off overwhelming pirate forces

  • Fin Saine media broadcast, What is Hot in the galaxy?!?!

  • MEKlan forces attack in Corewards Arm


  •  
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    *** Inter Galactic News ***

    Aladdin faces ongoing DNA/GTT tension

    The tensions between the DNA and GTT in the Coptuv system recently spilled over into the DNA system of Aladdin. A significant party of GTT ground troops has reinforced one of their bases in the system and claimed it, forcing the system claim into turmoil as the DNA finds itself under threat of losing the system. With the DNA chairman asking for help, several affiliations have been seen sending ships to evacuate any in the local population that want to escape the GTT. But so far not a shot has been fired and despite the AFT, FEL and DTR assistance no reisistance to the claim jump has been encountered so far. It remains to be seen if the DNA and it's friends will scatter before this hostile take over or put in a last minute counter claim to thwart GTT intentions.

    Increasing pirate activity

    Recent reports indicate a new surge in pirate attacks with the AFT and GTT reporting ships lost. Knowing how some don't like to advertise losses we wouldn't be surprised if this is the tip of the iceberg. Reports passed to us show the ship PIR Scavenger running ID 43174 and another ship of the same name running ID 68668 have both been in action with successful boarding attempts. It's unknown whether these are seperate ships or the same ship reregistered, but our information suggests that it would be hard for these pirates to cover the space where these attacks happened with just one ship. One thing is for sure, be on your guard as open space is not as safe as it once was.


    GCE ships loitering in deep space

    After the fall of the GCE and a lot of their assets being shared or purchased it was thought that the affiliation was no more. Yet deep space scans indicate that there is still a significant number of GCE warships holding station in deep space between Coptuv and Yank on the transport route into the Corwards Arm. Nobody knows what these ships are up to and why they are still flagged GCE, but our best guess is that are captains either awaiting new orders or owners after the fall of the GCE command structure.


    *** Affiliations ***

    AFT Association of Free Traders (54) - Marion Tweedy
    BLG Bolg Organisation (22) - Akhenaten
    BHD Brotherhood (63) - de Molay
    CIA Combined Intelligence Agency (64) - Laton CIA
    DNA Displaced Natives Asylum (66) - DNA people
    DTR Detinus Republic (58) - Morley Decker
    DWK Dewiek Packs (19) - <Unknown>
    FCN Falconian Republic (70) – Graspien
    FEL Felini Tyranny (49) - Kr'Shan
    FLZ Flagritz Republic (47) - Kayxaer
    FET Frontier Exploration & Trade (56) - Cu Chulainn
    GTT Galactic Trade & Transport (52) - Xavier Fox
    HEX Hexamon (23) - Tranquility
    KRL Krell (30) - Namica
    KRT Krell of the Reverence Temple (37) - Cyn
    KST Kastor Kastorians (12) - Kastor
    MOH Mohache (73) – Listens
    NHS Noble Houses (41) – Roy Roberts
    NLF Naplian Liberation Front (38) - NLFHQ
    SMS Stellar Mining and Smelting (53) - MikhailM
    WMB Wimble Nations (25) - zz

    * Leader MAY be inactive, affiliation may be active
    ** Only known contact, please update us if this is incorrect.

    NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
    Inactive: ANT, COD, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

    *** Submissions ***

    By private message to The Editor or via Mica if you prefer to remain anonymous.
     
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    *** Inter Galactic News ***

    Tension in the Corewards Arm

    With the DNA obtaining several ex-GCE bases in the Coreward Arm it has found itself in the middle of an asset grab of serious proportions and aggression. Our reporters witnessed several GTT troop carriers heading for the Corewards system as the DNA published information suggesting they were accidental owners of the system and that the assets were to be moved on. As the GTT ships started to arrive the bases were quickly passed to the CIA, thus thwarting the GTT intentions as they were hardly likely to start dropping troops on their allies bases. This shrew move by the DNA seems to have calmed matters in the Coreward arm temporarily, although the shift in relations between the GTT and DNA has taken a negative turn. When asked what their next move might be the GTT refused to comment.

    GCE collapse

    The GCE are no more, save for some scattered light freighters. The affiliation which enjoyed a sharp rise and profiltable relations with many has ceased trading. Rumors point to the GTT buying up GCE assets before stripping the rival corporation of anything of value. Although our reporters at the SSS have been quick to point out that any GCE assets not in GTT systems have been taken over by both the DNA and FET. So it seems many different affiliations were able to profit from this development including a new group called the HSH who appear to have taken over the GCE war fleet. No doubt many in the peripheries will be watching with interest where these ships are used, who the HSH are and how they were able to get thier hands on so many warships so quickly.


    Secudus trials

    In the Cluster Secudus has continued his trials, claiming to root out terrorists working against the Empire. With tends of thousands of beings being sent to the camps or worse. There is no sign of these actions stopping as the NHS clamp down on the locals and bring them under the harsh control of the Empire.


    *** Affiliations ***

    AFT Association of Free Traders (54) - Marion Tweedy
    BLG Bolg Organisation (22) - Akhenaten
    BHD Brotherhood (63) - de Molay
    CIA Combined Intelligence Agency (64) - Laton CIA
    DNA Displaced Natives Asylum (66) - DNA people
    DTR Detinus Republic (58) - Morley Decker
    DWK Dewiek Packs (19) - <Unknown>
    FCN Falconian Republic (70) – <Unknown>
    FEL Felini Tyranny (49) - Juris
    FLZ Flagritz Republic (47) - Kayxaer
    FET Frontier Exploration & Trade (56) - Cu Chulainn
    GTT Galactic Trade & Transport (52) - Xavier Fox
    HEX Hexamon (23) - Tranquility
    KRL Krell (30) - Namica
    KRT Krell of the Reverence Temple (37) - Cyn
    KST Kastor Kastorians (12) - Kastor
    MOH Mohache (73) – Listens
    NHS Noble Houses (41) – Roy Roberts
    NLF Naplian Liberation Front (38) - NLFHQ
    SMS Stellar Mining and Smelting (53) - MikhailM
    WMB Wimble Nations (25) - zz

    * Leader MAY be inactive, affiliation may be active
    ** Only known contact, please update us if this is incorrect.

    NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
    Inactive: ANT, COD, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

    *** Submissions ***

    By private message to The Editor or via Mica if you prefer to remain anonymous.
     
    ******Empire Syndicated News Network (ESNN) ******

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    Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite and most reliable unbiased publication in the known universe from our home in the Heartland,

    And so with the news from the last couple of weeks,


    Cluster War! DNA Gather Fruit
     

    Free Ship when you sign-up
    Complete missions for in game rewards
    Control everything, up to an entire empire
    Dedicated human moderators
    Player and Moderator driven plotlines
    Discover new worlds to explore, exploit & colonise
    Over 20 years of content development
    Persistent Browser-Based Game (PBBG)

    I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

    Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).
    -Zigic