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Fleet Combat

From Per Regna
Revision as of 18:23, 5 March 2026 by Admin (talk | contribs) (Created page with "= Fleet Combat = Fleet combat in ''Per Regna'' occurs when fleets engage enemy forces, pirates, or planetary defenses. Battles resolve automatically through multiple combat rounds where ships exchange fire based on their combat statistics, targeting rules, and special abilities. Fleet battles can occur in several contexts: * '''Player vs Pirate (PvE)''' β€” attacking pirate outposts, strongholds, or roaming fleets * '''Player vs Player (PvP)''' β€” attacking other empi...")
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Fleet Combat

Fleet combat in Per Regna occurs when fleets engage enemy forces, pirates, or planetary defenses. Battles resolve automatically through multiple combat rounds where ships exchange fire based on their combat statistics, targeting rules, and special abilities.

Fleet battles can occur in several contexts:

  • Player vs Pirate (PvE) β€” attacking pirate outposts, strongholds, or roaming fleets
  • Player vs Player (PvP) β€” attacking other empires or defending colonies
  • Defense Battles β€” fleets attacking planetary defenses

Combat results determine ship losses, debris fields, resource plunder, and temporary combat effects such as fleet stun or war fatigue.


Battle Structure

A fleet battle is divided into several combat rounds.

During each round:

  1. Ships select targets according to target priority
  2. Weapons fire and deal damage
  3. Shields absorb incoming damage
  4. Remaining damage reduces hull integrity
  5. Destroyed ships are removed from the battle

Combat continues until:

  • one side is destroyed
  • one side retreats
  • the maximum number of combat rounds is reached

Ship Combat Statistics

Each ship has a set of core combat attributes.

Attribute Description
Attack Amount of damage dealt per shot
Defense Structural durability of the ship
Shield Energy barrier that absorbs damage each round
Speed Determines travel time, not combat order
Target Priority Determines preferred targets
Rapid Fire Allows multiple attacks in one round

These attributes define the battlefield role of each ship class.Β 

Example:

  • Fighters provide balanced combat capability.
  • Cruisers act as durable frontline ships.
  • Bombers specialize in destroying defenses.
  • Carriers support fleets with drones.

Damage and Shield Logic

Damage resolution follows a simple layered structure.

Shield Phase

Incoming damage first interacts with the target’s shields.

If the attack is weaker than the shield capacity, the shield absorbs the hit and resets in the next round.

Example:

Damage < Shield β†’ No hull damage

Hull Damage

If incoming damage exceeds shield strength, the remaining damage affects the ship’s structure.

Example:

Hull Damage = Attack βˆ’ Shield

When hull integrity reaches zero, the ship is destroyed and contributes to the debris field.


Target Priority

Ships select targets based on target priority values.

Lower priority values indicate frontline combat ships, while higher values represent support vessels.

Example priority groups:

Priority Ship Role
1 Combat ships
2 Support ships
3 Logistics / scouts

Because of this system:

  • cargo ships and probes are rarely targeted first
  • combat ships engage other combat ships first

This ensures battles develop naturally instead of immediately destroying support units.


Rapid Fire

Some ships have the ability to fire multiple times in a single round.

This mechanic is called Rapid Fire.

When a ship destroys a target and has rapid fire against that target type, it may immediately fire again.

Example:

A Fighter with rapid fire against probes may destroy several probes during the same round.

Rapid fire makes certain ships extremely effective against specific unit types.

Related page:

Rapid Fire


Fleet Stun

Some battles result in a temporary Fleet Stun effect.

When a fleet suffers heavy damage or overwhelming firepower from the opponent, surviving ships may be temporarily disabled.

During a stun period:

  • fleets cannot move
  • fleets cannot initiate attacks
  • recovery procedures begin

This prevents repeated immediate attacks after major battles.


Recovery Cycle

After combat, damaged fleets enter a recovery cycle.

Recovery time depends on:

  • damage sustained
  • fleet size
  • support ships present

Support vessels may accelerate fleet recovery by performing field repairs.

During recovery:

  • ships cannot be deployed
  • fleets remain docked at the nearest colony or hangar

Debris Fields

Destroyed ships generate debris fields in the battle location.

Debris fields contain recoverable materials such as:

  • Steel
  • Quartz
  • Gas
  • Advanced materials depending on ship types

Debris can be collected by specialized ships such as Recyclers.

Recovered materials can significantly offset fleet losses.

Related page:

Fleet and Ships


Hangar Protection

Fleets stationed inside a Fleet Hangar receive protection when not deployed.

Hangar protection prevents fleets from being directly attacked while safely docked.

Protected fleets cannot be targeted unless:

  • the fleet leaves the hangar
  • the colony itself is attacked

This system protects idle fleets and reduces offline vulnerability.

Related page:

Fleet Hangar


Attack Protection

New colonies or recently attacked players may receive temporary attack protection.

This system protects developing players from immediate repeated attacks.

Attack protection may activate when:

  • a player is recently colonized
  • heavy losses occurred
  • the player is significantly weaker than the attacker

Protection gradually expires as the empire develops.


Defense Restoration

Planetary defenses behave differently from ships.

Many defense structures can be automatically restored after battle.

Instead of permanent destruction:

  • some defenses are disabled during combat
  • a portion of destroyed defenses may rebuild automatically

This mechanic prevents permanent base destruction while still allowing attackers to weaken defenses temporarily.

Related page:

Defenses


War Fatigue

Repeated combat actions generate War Fatigue.

War fatigue represents the logistical and operational strain of continuous warfare.

Effects of high war fatigue may include:

  • reduced fleet efficiency
  • slower recovery cycles
  • temporary penalties to combat readiness

War fatigue gradually decreases over time as fleets remain inactive.

This system discourages constant harassment and encourages strategic timing of major wars.


Player vs Pirate Combat

Pirates provide the primary PvE combat activity.

Pirate encounters include:

  • pirate patrol fleets
  • pirate outposts
  • pirate strongholds

Pirates drop:

  • resources
  • debris fields
  • rare items

Some pirate strongholds may dispatch reinforcement fleets if attacked.

Related page:

Pirates


Player vs Player Combat

PvP combat occurs when one empire attacks another.

PvP battles determine:

  • resource plunder
  • debris generation
  • strategic system control

PvP is influenced by:

  • fleet composition
  • defensive infrastructure
  • scouting intelligence
  • alliance coordination

Players often conduct espionage scans before launching attacks to determine enemy defenses.


Strategic Combat Concepts

Successful commanders master several core combat strategies:

Fleet Composition

Balanced fleets combining fighters, cruisers, and support ships

Timing Attacks

Launching attacks when enemies are offline or fleets are deployed elsewhere

Debris Recovery

Collecting debris quickly after battle to offset losses

Fleet Preservation

Avoiding unnecessary engagements during recovery periods

Alliance Warfare

Coordinating multiple fleets to overwhelm heavily defended targets


Related Pages

Fleet and Ships

Rapid Fire

Combat Mechanics

Defenses

Pirates

Expeditions