Combat is a way for miners to earn items and gold from other miners on the roads. Having better Vehicles and Weapons as a land profession, or Ships, Cannons and Weapons for sea professions, will increase your chances of defeating other vehicles you meet. Each battle lasts up to 30 minutes, and can occur at any time while a vehicle/ship is traveling. Melds also give boosts in combat: On the land, they give an Armor bonus: (melds/2) extra armor; on the ocean, they give more hull: (Melds/5)% extra hull (base hull only).
Just to have this on here
The symbol ^ means head on and the symbol v means caught from behind. The symbol points towards the approaching ship or vehicle.
For combat to begin, the vehicles must meet each other on the route:
- Vehicles traveling towards each other will eventually meet
- A faster vehicle coming up behind a slower vehicle will catch it
- 2. When vehicles meet, a check is performed to see if they are aggressive towards each other or not - this is determined by the owners' Profession.
- These professions are not aggressive towards anyone and will avoid combat if possible. This can even mean taking the road less traveled. If a trader or merchant meets a non-aggressive vehicle, there will be no engagement. As a trader or merchant, you will only be fighting against the highwaymen/pirates that happen to be targeting your color/rarity/class of vehicle.
- With these 2 professions, players can select which classes of vehicles to attack (be aggressive towards). If a Highwayman selects to target Green vehicles and meets a non-aggressive Blue one on the route, there will be no engagement. Highwaymen/Pirates battle with vehicles they encounter of the class they select, regardless of their profession. If the battle is won, to the victor go the spoils. The winner of the battle gets to plunder the vehicle for treasure, up to the capacity of their vehicle.
- Players of this profession also select which type of vehicles to attack. They will only attack Pirates or Highwaymen of the specified classes. These are not aggressive towards Traders, Merchants, or other Guards. Think of this as the security force of the game, basically fending off the criminal pirates and highwayman.
- 3. Once aggressiveness is determined, the next calculation is based on the speed attribute of the vehicles.
Note - direction does not play a role in this stage.
- If both vehicles are aggressive towards each other (Pirate vs Pirate, Pirate vs Bounty Hunter etc.) no speed calculation will take place, and combat will begin.
- If the defensive vehicle has a greater speed than the aggressive vehicle, it will evade the aggressor. The aggressor will see "Eluded" on their combat report, while the defender will see "Escaped".
- If the defender is slower or equal in speed with the aggressor, combat will begin.
Two scenarios can unfold in vehicle combat: an aggressor attacks a defender (e.g. Highwayman vs. Trader), or two aggressors attack each other (e.g. Highwayman and Guard). Both are different situations, and should be considered if you're thinking of pursuing any of those professions.
Armor is reduced each round by the opponent's attack attribute. The aggressor's undodged offense is also subtracted from the defender's armor each round while the defender's undodged defense reduces the aggressor's attack each round (to a minimum of 0.5). Here, "undodged" means whatever offense or defense is left after subtracting dodge (minimum 0). As an example:
Highwayman: (Attack:3.5, Armor:5, Offense:4, Defense:2, Dodge:5) vs Trader: (Attack:1.2, Armor:10, Offense:6, Defense:6.5, Dodge:3)
Highwayman's undodged offense = 1
Trader's undodged defense = 1.5
- Round 1: Trader hurts Highwayman attack with an undodged defense of 1.5. Highwayman has attack of 2 and undodged offense of 1 and hits Trader for 3 damage (7 armor). Trader hits Highwayman for 1.2 damage (3.8 armor).
- Round 2: Trader hurts Highwayman attack with an undodged defense of 1.5. Highwayman has an attack of 0.5 and undodged offense of 1 and hits Trader for 1.5 damage (5.5 armor). Trader hits Highwayman for 1.2 damage (2.6 armor).
- Round 3: Trader can not hurt Highwayman attack any further. Highwayman has an attack of 0.5 and undodged offense of 1 and hits Trader for 1.5 damage (4 armor). Trader hits Highwayman for 1.2 damage (1.4 armor).
- Round 4: Highwayman has an attack of 0.5 and undodged offense of 1 and hits Trader for 1.5 damage (2.5 armor). Trader hits Highwayman for 1.2 damage (0.2 armor).
- Round 5: Highwayman has an attack of 0.5 and undodged offense of 1 and hits Trader for 1.5 damage (1 armor). Trader hits Highwayman for the final blow of 1.2 damage (0 armor).
For two aggressive combatants, the above scenario is very similar. The exception is that each takes turn playing the role of defender and aggressor, so each can make use of both offensive and defensive weapons. So in the case of a Guard, it may be useful to carry weapons with both offense and defense to help balance the phases, although having a very high offense or defense may get around the highwayman's dodge.
Upon losing a fight your vehicle can become "disabled". It is a random % chance at happening, and is not affected by vehicle color or strength. We do not know the exact percent to being disabled, but a rough guess is 1/10. When disabled, the vehicle is switched to non-aggressive and then continues on its route. When it arrives in a city, an equipped item (or the vehicle itself) will become damaged at random. Damaged items require repairs before you can use them again. Damaged yellow or green item are automatically trashed. Not all vehicles are worth repairing - when you calculate the cost of ore, workers and a factory most blue items are cheaper to re-buy then to repair.
Ship combat varies dramatically from vehicle combat as it involves 2 phases; the cannon phase and the crew phase. A unique feature of ships is the ability to destroy (sink) them with cannonballs. If the damage done with cannonballs is equal to the defending ship's hull, the defending ship will sink with all cargo on board. This cargo can later be retrieved by fishermen. Sunk ships will remain on the owner's vehicle list for a week before disappearing.
If the ships engage in combat, they first enter the cannon phase. This phase is spread over 3 rounds. Cannons are fired in the order they are mounted in their slots. (You may change the order your ship's cannons fire as long as it is docked in a port. Very limited choice though.) They will randomly select cannon ammo from the ship's cargo to fire. Each type of cannon ammo has an accuracy rating, and damage type. The damage rating of the cannon ammo is determined by the cannon that fired it. These attributes determine how much damage it does, and how many rounds it fires. If chain shot, which damage sails, is used by a defending ship and the opponent's speed is reduced enough, a defensive ship is able to escape after the cannon round. It is important to note that selection of cannons and cannon ammo is crucial to being successful on the sea. Keep in mind the rate of fire, damage, type of ammo used, and work out a plan of attack and place your cannons appropriately. Rate of fire can be an important factor in sea battles. Since ROF-2's have the highest damage potential in the first round, it is recommended to order them first. Then, ROF-1's next as they have the highest damage potential in the second round. ROF-3's are recommended to be ordered last. The ROF-3's will fire more overall, but consume much more ammo, and have less potential damage in the early rounds. After the third round of cannon fire, the ships draw close and commence hand to hand combat in the Crew Phase.
The crew battle phase follows the cannon phase. Some crew may have been lost during the cannon phase but the remaining crew will still fight valiantly. Each crew member will grab a weapon if there are enough available on the ship. The weapons will add to the crew strength. If there are more weapons than crew, the best weapons will be chosen and the rest left aside. Crew strength is calculated as the crew count plus the total offense+defense of the weapons they are carrying. If a crew is stronger then the other crew by 50% (3:2) the other crew surrenders and there is no battle. This is called "auto-winning". If a crew does not auto-win the battle begins. Two random crew members fight, the lesser-armed one falling. When a crew member falls, his/her weapon is removed from the crew's total strength. This continues until the strength of one crew is significantly greater than the strength of the other (3:2). At this point, the victor is the side with the greater crew strength.
Pirates/BH have the same bribe setup as HM/Guards. If a pirate loses they either pay a bribe, or (instead of being "damaged") they take hull damage equal to 40% of the original hull. This is calculated before the 80% hull repair after a battle.
A ship that loses hull/crew/speed during battle can regain the lost stats. Immediately after battle, 80% of the hull and sail damage is repaired and most of the crew casualties are revived. Upon arriving at a city, sails are repaired fully and the crew is replenished with fresh recruits. The remaining hull damage repairs at 1.5 hull/hour. This will happen automatically as long as the ship is in port.