## Combat Overview Combat follows a deterministic sequence that does not depend on cargo, turn order, or ship class. ### Attack Sequence (General) 1. **Empty ships** – Appear at the bottom of the sector display but attack first. 2. **Player ships** – Attack in the order players first signed on to the sector. 3. **Fighters** – Handled according to the *Fighter Accounting* rules (see below). > Note: Turn consumption, cargo load, or ship type do not affect this order. --- ## Entering a Hostile Sector – Order of Events (No Photon) 1. Nav Hazard check – apply any navigation‑hazard damage. 2. Limpet Mine attachment – a single Limpet Mine attaches to the hull (replacing any previously attached Limpet). 3. Armid Mine detonation – each Armid Mine detonates with a 50 % chance (rounded down). 4. **Sector Q‑Cannon fire** – planets fire in numerical order; if the ship is destroyed, subsequent cannons do not fire. 5. Fighter encounter – one of three scenarios: * **Sector Offensive Fighters** – attack at **1:1** odds, sending `1.25 × (max shields + max figs)` fighters. * **Sector Defensive Fighters** – challenge at **1:1** odds; the player may *attack*, *retreat*, or *surrender*. * **Tolled Fighters** – act as a toll; the player may *pay* 5 credits per fighter or fight at **1:1** odds. 6. Post‑combat mine prompt – if mines remain, the game asks whether to avoid the sector; the prompt returns to the command line regardless of the answer. --- ## Landing on a Hostile Planet – Order of Events (No Photon) 1. **Atmospheric Q‑Cannon** fires (if the planet has one). 2. Ship attacks planetary shields. 3. **Second atmospheric Q‑Cannon** fire – occurs only after shields are destroyed. 4. **Planetary Offensive Fighters** – fire at **2:1** odds, sending `1.25 × (max shields + max figs)` fighters (only when no shields remain). 5. **Planetary Defensive Fighters** – fire at **3:1** odds after offensive figs are resolved. 6. Ownership prompt – press **O** to claim the planet after all fighters are cleared. > **Warning:** Planetary shields must be reduced below **200 planetary shields** (equivalent to 2,000 ship shields) before photons become effective. --- ## Fighter Accounting | Source of Fighters | Counted in `V` Screen | |---------------------------------------|------------------------| | Sector fighters (ships that carry fighters) | Yes | | Player‑owned planet fighters | Yes | | Fighters on a ship docked on a planet | Yes | | Fighters on empty ships | No | --- ## Combat Odds Table | Context | Odds | |------------------------|------| | Tolled Fig | 1:1 | | Defensive Fig | 1:1 | | Offensive Fig* | 1:1 | | Planet Defensive Fig | 3:1 | | Planet Offensive Fig** | 2:1 | | Planet Shield | 20:1 | *Version 0.55* offensive figs calculate the number required to destroy the ship using **max** shields + figs, then send `1.25 × that amount`. If the ship’s odds are **1:1.3** or better, it survives. **\***Planet Offensive figs also send `1.25 × required figs` but use **2:1** odds; without a photon the ship is podded unless its odds are ≥ 1:1.3. --- ## Q‑Cannon Damage Formulas ### MBBS (and Classic Gold) Q‑Cannon | Situation | Formula | |-------------|-------------------------------------------| | Sector | `Damage = (TotalOre * SectPct) / 3` | | Atmospheric| `Damage = TotalOre * AtmoPct * 2` | ### Classic (Gold) Q‑Cannon | Situation | Formula | |-------------|-------------------------------------------| | Sector | `Damage = (TotalOre * SectPct) / 3` | | Atmospheric| `Damage = TotalOre * AtmoPct * 0.5` | *Variables* - `TotalOre` – total Fuel ore present on the planet. - `SectPct` – sector‑fire percentage setting (0‑100). - `AtmoPct` – atmospheric‑fire percentage setting (0‑100). **Example (Class H Volcanic planet, 200,000 Fuel, 20 % atmospheric, 10 % sector):** - Sector damage: `(200,000 * 10) / 3 = 6,666` points. - Atmospheric damage (MBBS): `200,000 * 20 * 2 = 72,000` points. - Atmospheric damage (Classic): `200,000 * 20 * 0.5 = 2,000` points. --- ## Sector Quasar Cannon Damage – Ore‑After‑Blast Calculations