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Damage and Shields: Difference between revisions

From Per Regna
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== Fleet shields ==
== Fleet shields (side pool) ==
Β 
Each side maintains a '''shield pool''' from its ships. Incoming fire hits that pool before hull.
Β 
=== One pool per side ===
Β 
* '''Attacker β†’ defender:''' all fire at the colony (ships + defenses as targets) shares the '''defender''' shield pool.
* '''Defender β†’ attacker:''' colony '''ships and planetary turrets''' fire into the '''same attacker''' shield pool each round β€” one absorb pass after both volleys are merged. They do '''not''' each get a fresh copy of the full shield budget.
Β 
=== Priority before absorb ===
Β 
After ship + turret damage is merged toward the attacker, it is re-aimed with the same [[Targeting and Priority|target priority]] tiers used for fleets (front screen before mid/rear), then the shared shield absorb runs. That matches the idea of dome-first ordering when defenses are the targets: one ordered distribution, then soak.
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=== Degradation ===


* 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).
* 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.
* Surviving ships regenerate shields between rounds, then degradation is applied again.
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|Dome-first targeting
|Dome-first targeting
|Soak domes tend to absorb before individual turrets take hull
|Soak domes tend to absorb before individual turrets take hull (see [[Targeting and Priority]])
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* Bring shield-capable combat lines when you expect long fights against heavy RF or defense yards.
* 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.
* 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.
* Soft turret walls only matter if their shots '''reach hull''' after the attacker’s shared shield pool β€” RF on flak/rockets does not help if everything is eaten by shields twice.
* See [[Rapid Fire]] and [[Targeting and Priority]] for how shots are aimed and how RF adds extra shots (overkill is not splash).


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Revision as of 11:14, 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 Γ—0.95–1.05).

Fleet shields (side pool)

Each side maintains a shield pool from its ships. Incoming fire hits that pool before hull.

One pool per side

  • Attacker β†’ defender: all fire at the colony (ships + defenses as targets) shares the defender shield pool.
  • Defender β†’ attacker: colony ships and planetary turrets fire into the same attacker shield pool each round β€” one absorb pass after both volleys are merged. They do not each get a fresh copy of the full shield budget.

Priority before absorb

After ship + turret damage is merged toward the attacker, it is re-aimed with the same target priority tiers used for fleets (front screen before mid/rear), then the shared shield absorb runs. That matches the idea of dome-first ordering when defenses are the targets: one ordered distribution, then soak.

Degradation

  • 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 Γ—0.80)
Small / Large Shield Domes Additional absorption layer (about Γ—0.92 while domes are alive) β€” stacks with the barrier
Dome-first targeting Soak domes tend to absorb before individual turrets take hull (see Targeting and Priority)

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.
  • Soft turret walls only matter if their shots reach hull after the attacker’s shared shield pool β€” RF on flak/rockets does not help if everything is eaten by shields twice.
  • See Rapid Fire and Targeting and Priority for how shots are aimed and how RF adds extra shots (overkill is not splash).

References