Bombardment - is a type of attack which goal is to destroy defensive buildings - Shield Generator and Missile Towers - with the ultimate goal of Occupying the Planet. At the same time, Bombing will also be carried out on other buildings, lowering their level to 2. If it is not canceled manually.
Unlike other types of combat, Bombardment does not occur instantly, it is extended over time. The ship Valkyrie is a planetary bomber.
In this article we will look into such things as:
Steps to send Bombardment are:
After the fleet reaches the target, it will stay in the orbit of the Planet, essentially this is a Blockade with all the attendant properties.
One of them is blocking the ability of the Player to make a Hyperjump to the planet, the inability to demolish, build and improve buildings.
Every ten minutes a “mini-battle” or “tick” of Bombing will occur. The first tick will be ten minutes after arrival, and not immediately.
After the first tick, a report will appear in the mailbox. The report in Bombardment is nested. This means that the report that is displayed in the mail is the current total result of the Bombing. First you need to expand this report by clicking on the three dots on the right. And then scroll down and click More details. After this, a separate window will open for this Bombing. All reports of individual ticks will be there. The newest one will be on top. You can also expand the report here.
The reports indicate:
As we have already said, every ten minutes there is a "tick" of Bombing. The following actions occur in each tick:
Let's look at each point in more detail.
The first point occurs only on a Planet that has an Owner. Free planets do not activate the Dome.
For automatic activation of the Dome there must be a Shield Generator and enough amount of energy = 100 000 energy * mineral coefficient on the Planet.
The dome is activated for 60 minutes, that is, it will last for six ticks. Moreover, the Dome is activated for the first time just before the arrival of the fleet.
But the Dome can also be activated manually, through the OS menu, Shield tab. Moreover, in this case, the presence of a Shield Generator on the Planet is not required.
At the first tick, all available Rockets are fired, at repeated ticks - those rockets that have been built to that moment. The condition is the presence on the Planet of at least one Missile Tower.
Since Bombardment is essentially a Blockade, Sticks and Aurora rockets are fired at it. And since there are Valkyries in it, X-Ray rockets are also fired at it.
Rockets are distributed throughout the fleet as a general rule, but X-Ray missiles in Bombardment target only Valkyries.
The condition is the same - at least one Missile Tower on the planet.
Passive damage is of the Railgun type. Calculated by the formula:
100 * sum of all levels of Missile Towers * planetary coefficient.
In Bombardment, only Valkyries receive passive damage from Towers.
Only Valkyries deal damage to buildings, their damage is 10. You may recall that at the Spaceship Plant the damage of Valkyrie is specified as 50. But this is damage to other ships. And for buildings the damage is 10.
There can be as many Valkyries as you want in a Bombardment, but a maximum of 10,000 Bombers will deal damage at any tick. This means the maximum possible damage (excluding Modules) per tick is 100,000.
Damage is applied "from top to bottom", that is, from the structure of the upper level of a particular building to the structure of its lower level. For example, Shield Generator level 20 - first the structure of level 20 will be removed, then level 19, then 18 and so on until 1.
Another point - the parameters of defense, structure do not depend on the type of planet.
The priority target is the Shield Generator building. Until it is destroyed, it will absorb all the damage, protecting all other buildings. When it is destroyed, excess damage will also go to it. We will analyze its parameters later.
If there is no Shield Generator (at all or anymore) on the Planet, then:
The next priority target is the Missile Towers.
Unlike the Shield Generator, Rocket Towers do not absorb excess damage - if there is any, it will go to other buildings.
If there are no Missile Towers, then damage is done to all other buildings, reducing their level to 2.
Valkyries require energy to deal damage. We indicated it when sending the fleet. Energy is debited as follows: 1 unit of energy per 1 unit of base damage inflicted. If you use a Module to increase attack with a fleet, then the damage will be with a bonus, and energy consumption will be taken into account for the base damage, without a bonus.
If the Dome is turned on, it gives a +100% bonus to the defense of all buildings. At the same time, it consumes energy from the Planet as follows: 1 unit of energy for 1 unit of bonus protection.
If there is not enough energy, then the bonus will be added in the amount for which there is enough energy. After that there will be no bonus from the Dome.
We will look in more detail at the concepts and phenomena touched upon in these paragraphs in the paragraph Detailed analysis of the Mathematics of Bombing.
In this case, if there is energy on the Planet, all buildings on it will begin to slowly restore to their original levels. The Shield Generator recovery speed is 100 units per level per minute. For example, level 8 SG will be restored at a speed of 800 units per minute.
But if it was destroyed, then naturally it will not be restored. That does not prevent the owner of the Planet from building it anew.
Manually calling off the Bombing makes sense after destroying the Shield Generator and Missile Towers, if your goal is not to affect the rest of the buildings on the Planet.
Bombardment can also be automatically called off if it runs out of energy for Valkyries.
Another point is the Add Titan to fleet checkbox. This works only when the Planet is completely cleared - when not only the Shield Generator and Missile Towers are destroyed, but all other buildings are reduced to level 2.
Then and only then will the accompanying Titan capture the Planet. In all other cases you will have to send it separately.
Let's look at the options that are usually used by players. Let's divide them by purpose.
In this case, we send quite a lot of Valkyries, add a lot of energy and Titan. After completely clearing the Planet, Titan will automatically capture the Planet.
There are three options:
But this theory works on Free Planets (except for option 3) and against very weak or absent Players.
In reality, everything is more complicated.
Firstly, and most importantly - against a strong or fairly active Player - do not under any circumstances send a Bombardment half a galaxy away.
The correct approach would be to capture a Free Planet close to the Target. Then transfer your Orbital Station to it via Hyperjump.
Secondly, the Planet must first be cleared of the fleet and missiles (except X-Ray), and of excess energy (except for option 3, energy is needed there).
Thirdly, send warships to Bombardment as well. Or even better, send the Blockade there separately.
In the case of long-range Bombardment and the corresponding option selected, the time of the Bombardment and the flight time of the fleet should be calculated. For what? In order not to miss a good Planet, competitors are not asleep. And reduce the required total time for the operation.
Free Planet, Bombardment flight time to it is 3 hours, starting at 12:00. The selected option is second. After calculations, we determined that the Bombardment against the Shield Generator will last 10 ticks: 600 minutes or 1 hour 40 minutes (the first tick takes place 10 minutes after arrival). Against Missile Towers there will be 1 tick. After preliminary cleaning, the timeline will be like this:
PvP points, of course, are awarded only for battles against other Players.
The calculation here is simple, the number of points is equal to the damage caused to buildings.
Get acquainted with a detailed analysis of the mathematics of Bombing using examples.