Damage and Shields: Difference between revisions
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= Damage and Shields = | = Damage and Shields = | ||
Fleet battles in '''Per Regna''' resolve over a short series of combat rounds. Shields absorb before hull; planetary defense domes further reduce damage to turrets. | |||
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Shields | |||
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---- | ---- | ||
== | == Combat rounds == | ||
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* | * Battles run up to '''6''' rounds (about '''10 seconds''' of report timing per round). | ||
* | * Combat can end early when one side loses remaining combat power. | ||
* | * Each round applies a small damage variance (about '''Γ0.95β1.05'''). | ||
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== | == Fleet shields == | ||
* | * Ships contribute a '''shield pool''' that absorbs damage before hull hit points. | ||
* | * Shields degrade over the fight: a base per-round loss plus extra degradation as the pool takes hits (effectiveness can drop substantially across a long fight, capped in the combat model). | ||
* Surviving ships regenerate shields between rounds, then degradation is applied again. | |||
Strong shield fleets (and [[Shield Technology]] / related research) delay hull losses; once shields collapse, hull melts faster. | |||
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== | == Defense domes == | ||
Colony defenses can field dome structures: | |||
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{| class="wikitable" | |||
!Effect | |||
!Player feel | |||
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|Planetary barrier field | |||
|Roughly '''20%''' less damage to defenses (incoming Γ0.80) | |||
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|Small / Large Shield Domes | |||
|Additional absorption layer (about Γ0.92 while domes are alive) β stacks with the barrier | |||
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|Dome-first targeting | |||
|Soak domes tend to absorb before individual turrets take hull | |||
|} | |||
Small | After battle, a large share of destroyed defenses can auto-repair (about '''70%''' in the default model). Exact structure names are on [[Defenses]] pages ([[Small Shield Dome]], [[Large Shield Dome]], [[Planetary Dome]], etc.). | ||
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== | == Support repairs == | ||
[[Support Vessel|Support Vessels]] can repair friendly hull during the fight. Repair efficiency rises across rounds and is strongest on the final round. | |||
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== | == Practical tips == | ||
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* Bring shield-capable combat lines when you expect long fights against heavy RF or defense yards. | |||
* Domes matter on well-defended colonies β stripping soak domes opens the rest of the yard. | |||
* See [[Rapid Fire]] and [[Targeting and Priority]] for how damage is aimed and multiplied against soft screens. | |||
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== | == References == | ||
* [[Rapid Fire]] | * [[Fleet Combat]] Β· [[Rapid Fire]] Β· [[Targeting and Priority]] Β· [[Defenses]] Β· [[Battle Looting]] Β· [[Fleet Stun]] | ||
Revision as of 07:19, 13 September 2026
Damage and Shields
Fleet battles in Per Regna resolve over a short series of combat rounds. Shields absorb before hull; planetary defense domes further reduce damage to turrets.
Combat rounds
- Battles run up to 6 rounds (about 10 seconds of report timing per round).
- Combat can end early when one side loses remaining combat power.
- Each round applies a small damage variance (about Γ0.95β1.05).
Fleet shields
- Ships contribute a shield pool that absorbs damage before hull hit points.
- Shields degrade over the fight: a base per-round loss plus extra degradation as the pool takes hits (effectiveness can drop substantially across a long fight, capped in the combat model).
- Surviving ships regenerate shields between rounds, then degradation is applied again.
Strong shield fleets (and Shield Technology / related research) delay hull losses; once shields collapse, hull melts faster.
Defense domes
Colony defenses can field dome structures:
| Effect | Player feel |
|---|---|
| Planetary barrier field | Roughly 20% less damage to defenses (incoming Γ0.80) |
| Small / Large Shield Domes | Additional absorption layer (about Γ0.92 while domes are alive) β stacks with the barrier |
| Dome-first targeting | Soak domes tend to absorb before individual turrets take hull |
After battle, a large share of destroyed defenses can auto-repair (about 70% in the default model). Exact structure names are on Defenses pages (Small Shield Dome, Large Shield Dome, Planetary Dome, etc.).
Support repairs
Support Vessels can repair friendly hull during the fight. Repair efficiency rises across rounds and is strongest on the final round.
Practical tips
- Bring shield-capable combat lines when you expect long fights against heavy RF or defense yards.
- Domes matter on well-defended colonies β stripping soak domes opens the rest of the yard.
- See Rapid Fire and Targeting and Priority for how damage is aimed and multiplied against soft screens.
References
- Fleet Combat Β· Rapid Fire Β· Targeting and Priority Β· Defenses Β· Battle Looting Β· Fleet Stun