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Created page with "'''Pirate bosses''' are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a '''coordinated alliance (FCS) attack''' β but in return they hold an enormous resource pool that is shared across everyone who joins the strike. This page focuses on '''how boss loot works''': how much a group can extract, and how that haul is divided among the participating fleets.<blockquote>Bosses build on the regular pirate stron..." Β |
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= Pirate Bosses = | |||
'''Pirate bosses''' are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a '''coordinated alliance (FCS) attack''' β but in return they hold an enormous resource pool that is shared across everyone who joins the strike. | '''Pirate bosses''' are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a '''coordinated alliance (FCS) attack''' β but in return they hold an enormous resource pool that is shared across everyone who joins the strike. | ||
This page focuses on '''how boss loot works''': how much a group can extract, and how that haul is divided among the participating fleets.<blockquote>Bosses build on the regular pirate stronghold system. For the in-game version of this guide, open '''Settings β Quick Guides β Pirate Bosses'''.</blockquote> | This page focuses on '''how boss loot works''': how much a group can extract, and how that haul is divided among the participating fleets. | ||
Β | |||
<blockquote>Bosses build on the regular pirate stronghold system. For the in-game version of this guide, open '''Settings β Quick Guides β Pirate Bosses'''.</blockquote> | |||
== Contents == | == Contents == | ||
| Line 15: | Line 19: | ||
== Boss tiers & spawning == | == Boss tiers & spawning == | ||
There are two boss tiers, and they only appear in the end-game realms: | There are two boss tiers, and they only appear in the end-game realms: | ||
{| class="wikitable" | {| class="wikitable" | ||
!Tier | !Tier | ||
| Line 38: | Line 44: | ||
== Engaging a boss (FCS) == | == Engaging a boss (FCS) == | ||
A boss can '''only''' be engaged through a '''Fleet Coordination System (FCS)''' attack β a normal solo attack is refused. An officer, deputy, or leader opens a coordinated rally, and allies in the same realm join with their own fleets; all fleets arrive and strike together as one combined force. | A boss can '''only''' be engaged through a '''Fleet Coordination System (FCS)''' attack β a normal solo attack is refused. An officer, deputy, or leader opens a coordinated rally, and allies in the same realm join with their own fleets; all fleets arrive and strike together as one combined force. | ||
Boss rallies allow more fleets than a regular FCS attack: | Boss rallies allow more fleets than a regular FCS attack: | ||
{| class="wikitable" | {| class="wikitable" | ||
!Tier | !Tier | ||
!Max participants (lead + joiners) | !Max participants (lead + joiners) | ||
!Per-alliance cap | |||
|- | |- | ||
|'''Mid-Boss''' | |'''Mid-Boss''' | ||
|6 | |||
|6 | |6 | ||
|- | |- | ||
|'''Boss''' | |'''Boss''' | ||
| | |20 | ||
|12 | |||
|} | |} | ||
The more allies who coordinate, the more loot the group can pull β so filling the rally is well worth the effort. | Β | ||
A high Boss can take 20 fleets overall, but '''at most 12 from any single alliance''' β allied alliances can fill the remaining slots when the rally allows inter-alliance participation. The more allies who coordinate, the more loot the group can pull β so filling the rally is well worth the effort. | |||
== Boss mechanics & behavior == | == Boss mechanics & behavior == | ||
A boss is not a scripted encounter with health bars or enrage phases β it is a '''massively over-scaled stronghold'''. The challenge comes entirely from inflated stats, plus | Β | ||
A boss is not a scripted encounter with health bars or enrage phases β it is a '''massively over-scaled stronghold'''. The challenge comes entirely from inflated stats, plus behaviors that keep its headline fleet intact for the coordinated fight: | |||
* '''No phases or special abilities.''' Boss fights use the same battle simulation as any other stronghold. There are no health phases, enrage timers, or unique boss weapons β just an enormous fleet and proportionally heavier defenses. | * '''No phases or special abilities.''' Boss fights use the same battle simulation as any other stronghold. There are no health phases, enrage timers, or unique boss weapons β just an enormous fleet and proportionally heavier defenses. | ||
* '''Defenses scale with the fleet.''' Boss defenses are generated from the same fleet strength, so a 50Γ boss also fields roughly 50Γ the turrets and shields. Faction modifiers still apply β a '''Fortress''' boss is even more heavily defended, while a '''Tech''' boss can mount EMP emitters (Realm 3+). | * '''Defenses scale with the fleet.''' Boss defenses are generated from the same fleet strength, so a 50Γ boss also fields roughly 50Γ the turrets and shields. Faction modifiers still apply β a '''Fortress''' boss is even more heavily defended ('''+40%''' defense bonus), while a '''Tech''' boss can mount EMP emitters (Realm 3+). | ||
* ''' | * '''No outposts.''' Boss-tier strongholds spawn with '''zero outposts'''. There is nothing to chip away at before the FCS strike β the entire fight is the stronghold itself. | ||
* ''' | * '''No reinforcement / convoy dispatch.''' Boss strongholds '''do not''' send reinforcement or transport fleets (unlike normal strongholds, which keep a '''20%''' fleet reserve before dispatching). The boss fleet stays concentrated for the rally. | ||
* ''' | * '''Minimum tonnage.''' Every fleet in the FCS rally (leader and joiners) must meet the realmβs boss minimum '''tonnage''' β see [[Fleet Coordination System.wikitext|Fleet Coordination System]] (e.g. Realm 4 β '''1,000,000,000''' tonnage). | ||
* '''Finding one.''' Explorer-class commanders can pick up boss intel on exploration missions, revealing nearby uncleared bosses (coordinates, strength, faction, distance) to share with the alliance. | * '''Finding one.''' Explorer-class commanders can pick up boss intel on exploration missions, revealing nearby uncleared bosses (coordinates, strength, faction, distance) to share with the alliance. | ||
== The boss resource pool == | == The boss resource pool == | ||
A boss stockpiles a resource pool that is a '''multiple of an ''average'' regular stronghold of its realm''' β deliberately decoupled from the boss's inflated combat strength so payouts stay predictable: | A boss stockpiles a resource pool that is a '''multiple of an ''average'' regular stronghold of its realm''' β deliberately decoupled from the boss's inflated combat strength so payouts stay predictable: | ||
{| class="wikitable" | {| class="wikitable" | ||
!Tier | !Tier | ||
| Line 75: | Line 90: | ||
|~100Γ an average stronghold's resources | |~100Γ an average stronghold's resources | ||
|} | |} | ||
This stored pool is the '''hard ceiling''' on what a group can extract. The amount your group actually pulls is governed by the group-size scaling below, then capped by this pool. | This stored pool is the '''hard ceiling''' on what a group can extract. The amount your group actually pulls is governed by the group-size scaling below, then capped by this pool. | ||
== How much the group extracts == | == How much the group extracts == | ||
Live battles pull a '''curve fraction of the boss's actual stockpile''' (so a thin stock cannot pay more than it holds): | |||
accessRate = min(1, playerCount Γ perPlayer(playerCount) / poolMultiplier) | |||
totalΒ Β Β = availableStock Γ accessRate | |||
# The '''boss's | * '''availableStock''' β what the boss colony currently holds (the designed spawn pool is '''25Γ''' / '''100Γ''' an average stronghold). | ||
# | * '''playerCount''' β coordinating players, clamped to the tier's participant cap (6 / 20). | ||
* '''perPlayer(playerCount)''' β a per-player unlock multiplier that grows with group size: | |||
Β - '''Mid-Boss:''' ramps from '''0.8Γ''' (a lone fleet) up to '''3.75Γ''' per player at a full 6 β β'''90%''' of the '''25Γ''' pool. | |||
Β - '''Boss:''' front-loaded group curve β group total climbs to '''60''' by '''10''' players ('''60%''' of the '''100Γ''' pool), then slower to '''100''' by a full '''20''' (full stock). | |||
Β | |||
Because both <code>playerCount</code> and <code>perPlayer</code> rise together, a '''full group multiplies the haul enormously''' versus a half-filled rally. After the curve (and mixed-class synergy), the take is still capped by: | |||
Β | |||
# The '''boss's remaining stock''' (you can't take more than it holds). | |||
# Each fleet's '''cargo capacity''' (overflow is not redistributed β uncarried units stay on the boss). | |||
Β | |||
=== Territory ownership bonus === | |||
Β | |||
After the group curve (and mixed-class synergy), a '''territory ownership''' bonus applies based on who controls the boss's star system β keyed on '''ownership''', not connectivity (detached islands still count): | |||
Β | |||
{| class="wikitable" | |||
!System ownership | |||
!Bonus | |||
|- | |||
|'''Your''' alliance | |||
|'''+5%''' | |||
|- | |||
|Rival alliance (not Ally / NAP) | |||
|'''+10%''' | |||
|- | |||
|Neutral / Ally / NAP | |||
|none | |||
|} | |||
Β | |||
Raiding bosses in rival space pays more than farming ones in your own territory β by design. | |||
== How the loot is shared == | == How the loot is shared == | ||
The haul is divided '''by contribution''', not split evenly. Each fleet's share is computed in three steps: | The haul is divided '''by contribution''', not split evenly. Each fleet's share is computed in three steps: | ||
# '''Blended contribution weight.''' Each fleet gets a weight that blends three normalized factors: | # '''Blended contribution weight.''' Each fleet gets a weight that blends three normalized factors: | ||
Β - '''50% β fleet build-cost value''' (all ships) β invested fleet value dominates the split, | |||
Β - '''25% β weighted combat power''' from catalog stats: <code>qty Γ (attackΓ3 + defenseΓ2 + shieldΓ1)</code> (same attack/defense/shield fields battle uses; no ship-id deny list β haulers only count as much as their stats), | |||
Β - '''25% β damage dealt''' (attributed by that same combat weight). | |||
# '''Inverse-score boost | Β | ||
Β That blended weight is applied '''linearly''' (no convex exponent), then multiplied by the player's '''class loot rate''' (Warlord 1.2Γ, Guardian/Explorer 1.1Γ, Industrialist 1.0Γ) and renormalized so class bonuses reallocate the '''same fixed haul''' β they never mint 1000T β 1100T. | |||
Β | |||
# '''Inverse-score boost.''' Each weight is multiplied by an inverse-score factor β roughly <code>1 / (totalScore + 100)^0.5</code> β bounded so the most-boosted fleet earns at most '''2Γ''' the least-boosted fleet's boost. Smaller commanders get a clearer nudge without leapfrogging heavy contributors. | |||
Finally, each fleet's allocated take is '''capped to the cargo it can physically carry''' | # '''Fairness cap.''' No single player may take more than '''2Γ the fair average share''' (<code>2 Γ total / playerCount</code>). At 15 players that is ~'''13%'''; at a full 20-player Boss, '''10%'''. Surplus above the cap is redistributed to players still under it. | ||
Β | |||
'''Mixed-class synergy''' (+2.5% per distinct class, cap +10%) raises the group's '''access rate into the boss's available pool''' (<code>rate β min(1, rate + bonus)</code>). It does not multiply the haul above what the boss holds β if a full 20-player strike already accesses ~100% of the stored pool, synergy adds nothing. | |||
Β | |||
Finally, each fleet's allocated take is '''capped to the cargo it can physically carry'''. Overflow is '''not''' water-filled onto high-cargo fleets β uncarried units stay on the boss. | |||
== Special item drops == | == Special item drops == | ||
Boss-tier strongholds | Β | ||
Boss-tier strongholds roll special item drops multiple times (boosts, relic/monument pieces, etc.), preferring distinct catalog entries: | |||
Β | |||
{| class="wikitable" | {| class="wikitable" | ||
!Tier | !Tier | ||
! | !Special drop rolls | ||
|- | |- | ||
|'''Mid-Boss''' | |'''Mid-Boss''' | ||
| | |3 independent rolls | ||
|- | |- | ||
|'''Boss''' | |'''Boss''' | ||
| | |5 independent rolls | ||
|} | |} | ||
So clearing a boss yields a meaningfully larger | Β | ||
So clearing a boss yields a meaningfully larger, more varied payout to the coordinating alliance. | |||
== Quick reference == | == Quick reference == | ||
{| class="wikitable" | {| class="wikitable" | ||
!Aspect | !Aspect | ||
| Line 135: | Line 184: | ||
|Max participants | |Max participants | ||
|6 | |6 | ||
| | |20 (12 per alliance) | ||
|- | |- | ||
|Stored resource pool | |Stored resource pool | ||
| Line 141: | Line 190: | ||
|~100Γ avg stronghold | |~100Γ avg stronghold | ||
|- | |- | ||
|Per-player | |Pool access (full rally) | ||
|0.8Γ β 3. | |β90% at 6 players | ||
| | |60% by 10 β 100% at 20 | ||
|- | |||
|Per-player unlock | |||
|0.8Γ β 3.75Γ | |||
|front-loaded group curve to 100 | |||
|- | |||
|Territory loot bonus | |||
|Rival system '''+10%''', own system '''+5%''', neutral/Ally/NAP none | |||
|same | |||
|- | |- | ||
| | |Special drop rolls | ||
| | |3 | ||
| | |5 | ||
|- | |- | ||
|Untouched despawn | |Untouched despawn | ||
| Line 153: | Line 210: | ||
|2 days | |2 days | ||
|} | |} | ||
<blockquote>See also: Alliances for FCS coordinated attacks and territory, and Relics for the cosmetic pieces bosses can drop.</blockquote> | Β | ||
<blockquote>See also: [[Alliances]] for FCS coordinated attacks and territory, and [[Relics]] for the cosmetic pieces bosses can drop.</blockquote> | |||
Revision as of 07:12, 13 September 2026
Pirate Bosses
Pirate bosses are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a coordinated alliance (FCS) attack β but in return they hold an enormous resource pool that is shared across everyone who joins the strike.
This page focuses on how boss loot works: how much a group can extract, and how that haul is divided among the participating fleets.
Bosses build on the regular pirate stronghold system. For the in-game version of this guide, open Settings β Quick Guides β Pirate Bosses.
Contents
- Boss tiers & spawning
- Engaging a boss (FCS)
- Boss mechanics & behavior
- The boss resource pool
- How much the group extracts
- How the loot is shared
- Special item drops
- Quick reference
Boss tiers & spawning
There are two boss tiers, and they only appear in the end-game realms:
| Tier | Spawn chance | Fleet strength | Untouched despawn |
|---|---|---|---|
| Mid-Boss | ~5% of stronghold spawns | 5Γ (R3) / 10Γ (R4) the realm's strongest regular stronghold | 4 days |
| Boss | ~1% of stronghold spawns | 10Γ (R3) / 50Γ (R4) the realm's strongest regular stronghold | 2 days |
- Bosses only spawn in Realm 3 and Realm 4, as rare variants when a pirate stronghold spawns.
- A boss is "untouched" while no one has attacked it since it spawned and no fleets are inbound. The rarer (and deadlier) Boss despawns sooner than the Mid-Boss, so coordinate quickly once one is spotted.
- Each boss gets a small Β±2% strength jitter, so two otherwise-identical bosses won't have the exact same fleet, defenses, and payout.
Engaging a boss (FCS)
A boss can only be engaged through a Fleet Coordination System (FCS) attack β a normal solo attack is refused. An officer, deputy, or leader opens a coordinated rally, and allies in the same realm join with their own fleets; all fleets arrive and strike together as one combined force.
Boss rallies allow more fleets than a regular FCS attack:
| Tier | Max participants (lead + joiners) | Per-alliance cap |
|---|---|---|
| Mid-Boss | 6 | 6 |
| Boss | 20 | 12 |
A high Boss can take 20 fleets overall, but at most 12 from any single alliance β allied alliances can fill the remaining slots when the rally allows inter-alliance participation. The more allies who coordinate, the more loot the group can pull β so filling the rally is well worth the effort.
Boss mechanics & behavior
A boss is not a scripted encounter with health bars or enrage phases β it is a massively over-scaled stronghold. The challenge comes entirely from inflated stats, plus behaviors that keep its headline fleet intact for the coordinated fight:
- No phases or special abilities. Boss fights use the same battle simulation as any other stronghold. There are no health phases, enrage timers, or unique boss weapons β just an enormous fleet and proportionally heavier defenses.
- Defenses scale with the fleet. Boss defenses are generated from the same fleet strength, so a 50Γ boss also fields roughly 50Γ the turrets and shields. Faction modifiers still apply β a Fortress boss is even more heavily defended (+40% defense bonus), while a Tech boss can mount EMP emitters (Realm 3+).
- No outposts. Boss-tier strongholds spawn with zero outposts. There is nothing to chip away at before the FCS strike β the entire fight is the stronghold itself.
- No reinforcement / convoy dispatch. Boss strongholds do not send reinforcement or transport fleets (unlike normal strongholds, which keep a 20% fleet reserve before dispatching). The boss fleet stays concentrated for the rally.
- Minimum tonnage. Every fleet in the FCS rally (leader and joiners) must meet the realmβs boss minimum tonnage β see Fleet Coordination System (e.g. Realm 4 β 1,000,000,000 tonnage).
- Finding one. Explorer-class commanders can pick up boss intel on exploration missions, revealing nearby uncleared bosses (coordinates, strength, faction, distance) to share with the alliance.
The boss resource pool
A boss stockpiles a resource pool that is a multiple of an average regular stronghold of its realm β deliberately decoupled from the boss's inflated combat strength so payouts stay predictable:
| Tier | Stored pool |
|---|---|
| Mid-Boss | ~25Γ an average stronghold's resources |
| Boss | ~100Γ an average stronghold's resources |
This stored pool is the hard ceiling on what a group can extract. The amount your group actually pulls is governed by the group-size scaling below, then capped by this pool.
How much the group extracts
Live battles pull a curve fraction of the boss's actual stockpile (so a thin stock cannot pay more than it holds):
accessRate = min(1, playerCount Γ perPlayer(playerCount) / poolMultiplier) total = availableStock Γ accessRate
- availableStock β what the boss colony currently holds (the designed spawn pool is 25Γ / 100Γ an average stronghold).
- playerCount β coordinating players, clamped to the tier's participant cap (6 / 20).
- perPlayer(playerCount) β a per-player unlock multiplier that grows with group size:
- Mid-Boss: ramps from 0.8Γ (a lone fleet) up to 3.75Γ per player at a full 6 β β90% of the 25Γ pool. - Boss: front-loaded group curve β group total climbs to 60 by 10 players (60% of the 100Γ pool), then slower to 100 by a full 20 (full stock).
Because both playerCount and perPlayer rise together, a full group multiplies the haul enormously versus a half-filled rally. After the curve (and mixed-class synergy), the take is still capped by:
- The boss's remaining stock (you can't take more than it holds).
- Each fleet's cargo capacity (overflow is not redistributed β uncarried units stay on the boss).
Territory ownership bonus
After the group curve (and mixed-class synergy), a territory ownership bonus applies based on who controls the boss's star system β keyed on ownership, not connectivity (detached islands still count):
| System ownership | Bonus |
|---|---|
| Your alliance | +5% |
| Rival alliance (not Ally / NAP) | +10% |
| Neutral / Ally / NAP | none |
Raiding bosses in rival space pays more than farming ones in your own territory β by design.
The haul is divided by contribution, not split evenly. Each fleet's share is computed in three steps:
- Blended contribution weight. Each fleet gets a weight that blends three normalized factors:
- 50% β fleet build-cost value (all ships) β invested fleet value dominates the split,
- 25% β weighted combat power from catalog stats: qty Γ (attackΓ3 + defenseΓ2 + shieldΓ1) (same attack/defense/shield fields battle uses; no ship-id deny list β haulers only count as much as their stats),
- 25% β damage dealt (attributed by that same combat weight).
That blended weight is applied linearly (no convex exponent), then multiplied by the player's class loot rate (Warlord 1.2Γ, Guardian/Explorer 1.1Γ, Industrialist 1.0Γ) and renormalized so class bonuses reallocate the same fixed haul β they never mint 1000T β 1100T.
- Inverse-score boost. Each weight is multiplied by an inverse-score factor β roughly
1 / (totalScore + 100)^0.5β bounded so the most-boosted fleet earns at most 2Γ the least-boosted fleet's boost. Smaller commanders get a clearer nudge without leapfrogging heavy contributors.
- Fairness cap. No single player may take more than 2Γ the fair average share (
2 Γ total / playerCount). At 15 players that is ~13%; at a full 20-player Boss, 10%. Surplus above the cap is redistributed to players still under it.
Mixed-class synergy (+2.5% per distinct class, cap +10%) raises the group's access rate into the boss's available pool (rate β min(1, rate + bonus)). It does not multiply the haul above what the boss holds β if a full 20-player strike already accesses ~100% of the stored pool, synergy adds nothing.
Finally, each fleet's allocated take is capped to the cargo it can physically carry. Overflow is not water-filled onto high-cargo fleets β uncarried units stay on the boss.
Special item drops
Boss-tier strongholds roll special item drops multiple times (boosts, relic/monument pieces, etc.), preferring distinct catalog entries:
| Tier | Special drop rolls |
|---|---|
| Mid-Boss | 3 independent rolls |
| Boss | 5 independent rolls |
So clearing a boss yields a meaningfully larger, more varied payout to the coordinating alliance.
Quick reference
| Aspect | Mid-Boss | Boss |
|---|---|---|
| Spawn chance | ~5% | ~1% |
| Realms | 3, 4 | 3, 4 |
| Max participants | 6 | 20 (12 per alliance) |
| Stored resource pool | ~25Γ avg stronghold | ~100Γ avg stronghold |
| Pool access (full rally) | β90% at 6 players | 60% by 10 β 100% at 20 |
| Per-player unlock | 0.8Γ β 3.75Γ | front-loaded group curve to 100 |
| Territory loot bonus | Rival system +10%, own system +5%, neutral/Ally/NAP none | same |
| Special drop rolls | 3 | 5 |
| Untouched despawn | 4 days | 2 days |
See also: Alliances for FCS coordinated attacks and territory, and Relics for the cosmetic pieces bosses can drop.