Automatic battle resolution has the following rules:
• One player is the attacker and another one is the defender, the defender is the on the hex for the longest time
• One ship is selected has the attacker and another one has the defender
- the attacking ship is the ship with the highest maneuverability and that didn’t attacked this turn yet
- the defensor ship will be selected based on the attacking ship strategy
• Its then generated a number between 0 and 100
• The result of this random number is added to the attacking ship’s attack and deducted from the defending ship’s shields.
• If the result is less than 70, the attack is a miss. New attacking and defending ships are selected and the combat continues.
• If the defending ship has more than 0 health, new attacking and defending ships are selected and the combat continues.
• If the defending ship has 0 or less health it is removed from combat and new attacking and defending ships are selected and combat continues.
• If there are no more attacking or defending ships, the combat ends.
Cornercases:
In case of a tie in the selection of the ship with greater maneuverability, the selected ship must be a random ship among the tied players of the player opposite to the one who attacked in the last round. If it’s the first round, a random ship is selected from the defending player’s ties. In case of a tie in the selection of the defending ship, the one with the lowest resistance (current and not total) among the tie of the enemy player is selected. If the combat is in the same state (no ship has its integrity reduced) for more than 300 turns, the combat is considered a draw and the prize is divided equally.
On the next week we will talk about the combat rewards and how we are commited to create a zero-sum game so that our players assets don`t lose value