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A 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 * 25 Also an additional pillage bonus is given Additional Pillage bonus: (base actual income-new income)^2 * 6/0 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. As mentioned previously, an occupied base has 30% less construction capacity, 50% less production capacity, and 30% less research capacity, in addition to the 30% reduction in the base's economy. This makes any tasks performed at the base take longer. If ships are destroyed during an attack, a percentage of the cost of the units destroyed 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 percentage of debris left when ships are destroyed is determined by the following formula: Debris generated = Fleet destroyed * Max(35%, 2% x Fleet armour level) |