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Targeting and Priority

From Per Regna
Revision as of 07:19, 13 September 2026 by Admin (talk | contribs) (Local CI auto-sync from TargetingAndPriority.wikitext)

Targeting and Priority

Combat does not spray damage evenly across every enemy ship. Fire is biased toward front-line hulls first, then middle combat ships, then rear logistics and support.


Echelons

Ships have a target priority tier in the catalog:

Tier Role Examples
1 β€” Front Screens & light combat Fighters, Corvette, Frigate, Interceptors
2 β€” Middle Main combat line Cruiser, Battleship, Battlecruiser, Bomber, heavy combat hulls
3 β€” Rear Logistics & support Cargo, Recyclers, Probe, Carrier, healers / support

Exact tier per hull is on that ship’s catalog page.


How damage is shared

When the front tier still has ships:

  • Most incoming damage hits the front (typically clamped around 60–98.5%, with a little random jitter).
  • Rear (and deeper) shares are tightly limited (on the order of a few percent combined) while a real front screen exists.
  • Within a tier, damage splits by ship count (quantity), not by individual hit points alone.

If the front cannot absorb everything (or is wiped), unused damage escalates into middle and rear tiers.

Tier bias weights front much more heavily than middle or rear when computing shares, so fat fighter screens soak fire; thin screens leak hits into your battle line and backline.


Player implications

  • Fat screens protect Capitals and logistics β€” expect light craft to die first.
  • Thin or missing fronts expose Cruisers, Battleships, and Carriers much earlier.
  • Rear logistics and Carriers are hard to snipe while a solid front still stands.
  • Rapid Fire interacts with this: high RF into the front clears screens faster and opens deeper tiers sooner.

References