Fleet Conflict System

Fleet Conflict System governs player-vs-player encounters occurring during planetary deployments. It utilizes a probability-based engagement model and a weight-based combat resolution system centered on Viper class ships.


1. Conflict Triggering

Conflict is initiated when a fleet is deployed to a destination (e.g., Aether, Abyss) where other active players are present.

  • Chance of Encounter: There is a 75% base probability to trigger a conflict if an eligible opponent is detected.

  • Encounter Capacity: A single deployment can trigger a maximum of two separate encounters.


2. Combat Resolution

Conflict winners are determined by a "Win-Weight" system calculated at the moment of deployment. The primary metric for combat power is the number of Viper ships in a fleet.

  • Win Chance Calculation: Your Vipers / (Your Vipers + Opponent's Vipers)

  • Viper Superiority:

    • If only one player has Vipers, that player wins automatically.

    • If neither player has Vipers, the outcome is a 50/50 coin toss.


3. Consequences of Conflict

While results are calculated instantly upon deployment, they are only revealed in the mission report once the fleet returns.

The Winner

  • Xirium Theft: Steals 10% to 30% of the loser's pending Xirium (mined during that specific deployment).

The Loser

  • Resource Loss: Forfeits the stolen Xirium to the victor.

  • Ship Attrition: Loses 1/5 (20%) of their fleet (minimum 1 ship).

  • Pilot Fatality: One pilot dies for every ship destroyed.

  • Experience Penalty: Loses 1 Experience Level as a penalty for the defeat.


2. Durability-Risk Correlation

Durability is your primary shield against casualties.

  • Structural Failures: As your fleet and hangar durability drops below 50%, the risk of ship loss begins to climb.

  • Critical State: If durability hits 10%, the risk becomes extreme. Many experienced pilots refuse to deploy until full repairs (restoring to 100%) are completed.


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💡 Pro-Tips for Fleet Commanders

  • Size Matters: Remember that larger fleets lose durability faster. If you cannot afford the Xirium for constant repairs, it is safer to deploy several small fleets rather than one massive, fragile one.

  • The 10% Rule: Never let your durability stay in the "Critical State" (below 10%). The cost of replacing a lost Viper ship is almost always higher than the cost of a full repair.

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