Gaming
 

Combat

From OGame Wiki

Combat takes place when an attacking fleet reaches its destination.

Contents

[edit] Sides

In combat, there are two sides: the attacker and the defender. There is the possibility that the attacker has launched his fleets against a planet with no defense or ships, in which case he automatically wins the combat. But otherwise, if the defender has ships or defense on his planet, each side will fire upon the enemy.

If Alliance Combat System is enabled in the universe, there can be multiple attackers and defenders.

[edit] How it works

Before we can understand how combat works, we have to know that every unit has three basic parameters that affect combat: Weapon Power (aka Weaponry), Shield Power (aka Shielding), and Hull plating. There is also a fourth parameter, Rapid Fire, but it's not that important for a basic understanding of combat.

Every round, all participating units shoot at a randomly chosen enemy unit. The initial damage that is dealt is equal to the Shielding of the target unit minus the Weaponry of the shooting unit. If the Shielding reaches zero, what's left of the damage is dealt to Hull Plating. At the end of the round, the units that have received more than 30% damage to the initial Hull plating have a

math

percent chance to explode. The surviving units will have their shielding restored.

Additionally, ships with the capability to rapidfire against their foes have a chance of firing again if they previously fired on a unit against which they hold a "rapidfire rating" & their successive "rapidfire roll" are successful. Rapidfire is calculated using this formula:

( r - 1 ) / r (where r is the rapidfire rating)

Refer to the Rapidfire page for more info.

After the combat the defensive structures have a 70% chance that they will be repairable (immediately rebuilt for free).

[edit] Example round

Attacking Unit: Weaponry:2200, Shielding:300, Hull:6000

Defending Unit: Weaponry:250, Shielding:1000, Hull:2000


First round takes place, each ship fires against each other. Just before the round ends, the numbers are like this:


Attacking Unit: Weaponry:2200, Shielding:50, Hull:6000

Defending Unit: Weaponry:250, Shielding:0, Hull:800


The attacker has 100% of its hull plating, so gets no chance of exploding. Otherwise, the defender has left only 40% of its initial hull plating, so it will have a 60% chance to explode. If the defending unit explodes, combat is over because there are no more units in the defender's side. If it survives, shielding is restored and a second round will start.


Attacking Unit: Weaponry:2200, Shielding:300, Hull:6000

Defending Unit: Weaponry:250, Shielding:1000, Hull:800


Sometimes attacking ships are given a chance to be able to fire again if they have a special "rapidfire rating". Ships can continuously attack multiple times in a single round if they continually attack targets they have rapidfire against & continue their successful "rapidfire rolls". The most notable example of this is the Deathstar, which has rapidfire against all targets excluding the Plasma Turrent and other RIPs.

There can be a maximum amount of 6 rounds in any combat. There is always at least 1 round, even if the defender doesn't have any ships or defense.

After the combat is over, there can be 3 results:

1) The attacker wins. In this case, the attacker will pillage resources from the defender's planet. The maximum amount of resources he can pillage even if he has sufficient Cargo Capacity, is one half of the total amount of each resource. If there are multiple attackers, resources will be spread evenly.

2) Defender wins. Nothing happens.

3) Draw. If after six rounds there is no winner, a draw is produced. The remaining attacking ships return to the planet they came from with empty hands.


When the combat is over, the rest of the ships (not defense) destroyed in the clash are thrown into a Debris Field floating near the planet where the combat took place. The exception to this are universes with defense into DF enabled.

It should be noted, however, that one exception to an attack draining the shield of a unit is the Bouncing Effect. This happens if any attack's power constitutes a total of less than 1% of the defender's shielding, which totally negates that one attack of the single ship or defensive structure.

When a combat takes place, all participating parties receive a Combat Report - except the loser of a battle that didn't last for longer than a single round..

[edit] See also