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AttacksA successful attack on a base does two things. First, it allows the attacking player to occupy the base, transferring 30% of the base's credit income to the occupier. This represents a tribute from the conquered base to the occupier. No structures can be destroyed by an attack, although base defenses have a percentage rating which represents how effective they are. Base defenses are automatically set at 0% once a base is occupied, and will automatically regenerate by 1% every hour after an occupation ends.Second, a successful attack will also give the attacker a percentage of the defending player's credits, due to the attacking ships ransacking the resources and materials (represented by credits) stored there. The actual amount is determined by the following formula: Pillage = (number of hours since last pillage; max 100)% * (Base Economy/Total Bases Economy) * Base Owner Credits. In NPC bases: Pillage = number of hours since last pillage (max 100)% * Base Economy * 16 Also an additional pillage bonus is given Additional Pillage bonus: (base actual income-new income)^2 * 5 No base can be pillaged more than once every 24 hours, however. Additional attacks launched during this time will result in the base being occupied, but will not give additional credits from pillaging. An occupied base has 30% less construction, production and research capacity. This makes any tasks performed at the base take longer. If ships are destroyed during an attack, 20% of the cost of the units destroyed will be given to each player as combat loot, and 40% will be converted into debris which will remain at the location of the attack. A player can collect those debris by sending recyclers to that astro, recyclers will work automatically, converting debris into credits every hour. The combat loot can be collected in the game credits page. Uncollected loot is automatically credited to the player's account after 24 hours. UnrestBases that are occupied or have being occupied or pillaged in the last 24 hours, increases unrest by 10% each day.However, if a base has not been occupied or pillaged in the last 24 hours, its unrest level decreases by 10% each day, down to a minimum of 0%. When unrest reaches 100% the base owner will have an Revolt button that will free the base from occupation. It's important to note that the enemy fleet remains present at the base but cannot occupy it. However, they can still attack your fleet if you have any located at the base. While a base's unrest level is at 50% or higher, it can’t get a new occupation (but the base and fleet can still be attacked, but a successful attack on the base will not result in pillaging). Additionally, if the base's unrest level is at 50% or higher and there are fleets present that do not belong to the base owner or their guild, the Jump Gates of the base are disabled. When a base's unrest level decreases from 50% to 40%, all of its defenses are fully restored. At this point, the base becomes open to occupation again, and its Jump Gates can be used. |