In this article we will look into such things as:
You should first familiarize yourself with the following gaming concepts:
Combat in Galaxy Online, with the exception of Planet Bombing, occurs instantly. You can read about the Bombing further, in a separate article.
Types of attacks as game actions:
Also, types of military clashes can be grouped according to the place where they were “carried out”:
The first choice occurs when you click on a Planet in space:
Titan ship is used to occupy the Planet.
Loki is used for Scouting.
In the Attack menu there is another choice:
In the Attack and Blockade options, you can use any ships except bombers - Valkyries. They are only available in Bombing.
To send an Attack (regular, blockade or bombing), you need to “fill” the ships with energy in the amount of 2% of the cost of the sent fleet. For example, to send 1 million javelins to attack, you will need to spend 2% of 1 million * 500 (cost of building a javelin) = 500 million * 0.02 = 10 million energy.
So, in order to send an Attack or Blockade you need to:
For Scouting you only need to indicate the number of Loki.
For Occupy, you do not need to specify anything additional.
Important functions of Blockade and Bombing - is blocking the ability of the Player to make a Hyperjump to the planet, the inability to demolish, build and improve buildings.
As soon as the fleet arrives at its target, the battle is immediately calculated. And a Report appears in the Mailbox (envelope on the right side of the screen).
In each of the clashes, one side will be the attacker, and the other defender. We will need this in a detailed examination of the combat mechanics; the parameters that will be used depend on this.
The battle report can contain the following data (depending on the type of battle):
For example, the Scout report will contain the losses of Loki ships, available resources on the planet, all buildings, missiles. In this case, the text will indicate “destroyed buildings”, “missiles fired”, but in the Scout report this means only the presence of this on the planet.
Scout report:
Battle report:
Scouting is an important element of preparation for the Attack. Is it really a good idea to send your fleet against someone unknown and hope for a positive result?
A sufficient number of Loki must be sent for scouting. On average, 10,000 Loki will be enough for a free planet or a player’s planet without an Orbital Station (OS).
Orbital Stations of active players are protected by a large number of Loki.
For successful scouting, at least one of Loki’s ships must survive, otherwise there will be no one to send you a report.
During the scouting process itself, a “battle” occurs:
All other ships do not participate in the battle.
In the above report, 312 Loki were destroyed by DS.
Interesting Facts:
Missiles are not launched in attack modes against Loki.
Both sides will receive the scouting report.
But in the case of a target player, he had to have at least one Loki. Even if it was destroyed, the report will be received.
But if he didn’t have Loki at all, then he won’t know that you have scouted him.
That is why most experienced players have one Loki on Planets without OS.
PvP points, of course, are awarded only for battles against other Players.
In Attack and Blockade, points are awarded in a number equal to the number of hangars of the destroyed fleet.
For example, you destroyed 1,000 Javelins and 200 Raptors. You'll get:
1000 * 2 + 200 * 6 = 3,200 PvP points.
In Intelligence, the hangars of destroyed ships are also counted, but only Loki can be destroyed. Moreover, if there was no Loki on the enemy Planet at all, but there was a Detection Station, then you will not receive points, but your opponent will.
Let's list all the possible stages of the battle in the order in which they occur. In a specific battle, there will be specific stages, depending on the presence of “components” (missiles, towers, etc.).
Type 1: Combat in space is simply a battle between fleets.
Type 2: Planet Blockade:
Type 3: Attack of the Planet:
Type 4: Planet Bombing - remains in orbit as a Blockade, but details are in a separate article.
The Priority parameter is responsible for damage distribution. If your fleet is attacking, Attack priority is used. And for the enemy - Defense priority. With the exception of attack and counterattack in space - only Attack priority is used there. For example, you've sent a Bombing with Valkyries and other warships. The enemy launched a counterattack. Your Valkyries will take most of the damage. But in defense, warships will receive most of the damage.
Another interesting mechanic is Superiority - if you send five times more fleet than the enemy, then your ships’ Defense parameters will be increased by 1.5 times. But this is conditional, details will follow. The maximum bonus from the Advantage is 50%.
You can also use the Module in battle - this is a one-time amplifier. There are several types of modules, and they also have a level from 1 to 100. Mainly depending on the type, they increase the parameters of Attack, Defense and Fleet Speed. For example, Shield Booster level 100 increases fleet defense by 30%.
Here it is worth mentioning about the Dome (called “Shield” in the game itself) - this is a temporary buff (looks like a grid on a planet in space), which doubles the protection parameters of ships and buildings on the planet (bonus < b>+100%). But for this very action, the Dome consumes energy from the planet. The ratio is 1 unit of energy per 1 unit of bonus protection. If there is not enough energy, then it will increase the defense by the amount for which it is enough, and will no longer provide a bonus.
All of these bonuses will stack with each other, with the caveat that Supremacy only works between two fleets.
For example, a module gives +30% to defense, superiority gives +50% to defense, the final bonus will be 30 + 50 = +80%.
Or, for example, there is a Dome being active on the Planet and there is more defending fleet there than the attacker has. Superiority +20%, Dome +100%. The final bonus will be +120%.
Another detail about damage distribution is that excess damage is not lost, it is redistributed across the remaining ships.
Let's take pirates for example: 60,000 Abaddons. Let's remember about vulnerability system (Class Advantage). Javelins and Hornets are good options. Let's do the calculations for Javelins:
Javelin's damage type is plasma in the amount of 45 units, let's take into account the worst accuracy roll (80%) and we get 36 damage.
Abaddon's plasma defense is 216. The fleet's total defense is:
60,000 * 216 = 12,960,000
To break through it we need at least:
12,960,000 / 36 = 360,000 Javelins.
But here the Superiority system comes into play, more details in the sequel, so we will omit the calculations here. Abaddons will have more total defense, which means their defense will be increased by 9.1%. This means we need to increase the number of Javelins by another 10%.
A total of 396,000 Javelins will destroy 60,000 Abaddons of the pirate fleet.
(without taking into account any other conditions, such as Missiles and Towers).
Although, in this case, up to 342,500 Javelins can be destroyed.
To reduce losses, you can send even more Javelins to receive a Superiority bonus (up to +50%), and you can also use the Module to increase Defense.
Get acquainted with a detailed analysis of Combat's mathematics using examples.