Fleet Combat
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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:
- Ships select targets according to target priority
- Weapons fire and deal damage
- Shields absorb incoming damage
- Remaining damage reduces hull integrity
- 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 targetβs 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 shipβs structure.
Example:
Hull Damage = Attack β 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:
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:
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:
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:
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:
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