Battle System

From Guide

The BattleDawn Battle System operates on a mathematical schema of the attacker's units, weapons, and upgrades and the defender's units, weapons, and upgrades. The outcome of battle depends on targeting and firing sequences. Essentially, when opponents engage, an in-battle turn sequence initiates with both teams firing in turns.

Contents

Battle Targeting

When two armies face each other, all units shoot at the same time each round. Range-upgraded units fire two round before armour Range-1 units, and damage (range 2) units fire one round before armour units. Thus, when Range-upgraded units are involved, they target and fire before the damage (Range 2) and before the armour (range 1) battle ensues. Battle is often most effective with squads of mixed units. The important element to remember while doing this is that damage will always be dealt to the target on which the firing unit's weapon will have the most effect.


Example: Concussive weapons are most effective on Infantry. Thus, if a unit with concussive weapons is present, it will fire at any Infantry before it targets Vehicles and then Tanks (Armour).


Including damage effectiveness, targeting follows this sequence:

  • Damage: Concussive vs Infantry, Beam vs Vehicles, Explosive vs Tanks (Armour)

Concussive
  • A) Infantry
  • B) Vehicles
  • C) Tanks (Armour)
Beam
  • A) Vehicles
  • B) Tanks (Armour)
  • C) Infantry
Explosive
  • A) Tanks (Armour)
  • B) Infantry
  • C) Vehicles

  • Upgrade:

1. Armour-Upgraded:
  • A) Health Points (HP)
  • B) Experience Points (XP)
  • C) Weapon Type: Anti-Tank, Beam, Concussive
2. Damage-Upgraded:
  • A) Health Points (HP)
  • B) Experience Points (XP)
  • C) Weapon Type: Anti-Tank, Beam, Concussive
3. Range-Upgraded:
  • A) Health Points (HP)
  • B) Experience Points (XP)
  • C) Weapon Type: Anti-Tank, Beam, Concussive


Armour-Upgraded units will always be shot first. They are the cannon fodder of squads -- i.e. if a Rifle Man (+Armour) and a Commando (+Damage) are on the enemy side, the Rifle Man will be shot first, and only after he dies will the damage be directed at the Commando. This increases the Commando's chances of survival for that round, thus allowing him to inflict damage in the next round as well.


When multiple units of the same type, quality or specialization exist, they are targeted by the characteristics of Health and Experience. After upgrades are considered, the unit with the least Health Points (HP) will be targeted first. This helps reduce the number of firing units quickest. When the Health Points (HP) are the same, the units with the least Experience Points (XP) will be shot first ( i.e. a soldier with 4hp will be targeted before the 5hp ones).


Finally, units with Anti-Tank (Explosive) weapons will be targeted before units with Anti-Vehicle (Beam) weapons, and units with Anti-Infantry (Concussive) weapons will be targeted last

New players should train units with Explosive because old players are for sure going to attack you and use tanks that is why Explosive chassis are better for new members in order to promise their liberty

Experience and Promotions

Experience Points (XP) are gained by units who have engaged in active combat against other units. Attacking an empty Colony or Outpost will not increase a unit's experience.


Promotions happen every five (5) XP a unit gains. The bonus from each promotion is cumulative (it adds to previous bonuses). Units with the General of the Army ranking (60 XP or higher) are considered to be Elite because further XP and promotions do not apply any additional bonuses. The promotions are as follows:

RankXPInsigniaBonus
Private0-4Image:PSC.jpgnone
Corporal5-9Image:PFC.jpg+1 Health
Sergeant10-14Image:Sgt.jpg+1 Health
Sergeant Major15-19Image:SGM.jpg+1 Health
Second Lieutenant20-24Image:2Lt.jpg+1 Damage
First Lieutenant25-29Image:1Lt.jpg+1 Health
Captain30-34Image:Cpt.jpg+1 Health
Major35-39Image:Maj.jpg+1 Health
Brigadier General40-44Image:BGen.jpg+1 Damage
Major General45-49Image:MGen.jpg+1 Health
Lieutenant General50-54Image:LGen.jpg+1 Health
General55-59Image:Gen.jpg+1 Health
General Of The Army60+Image:AGen.jpg+1 Range


Several attackers on the same target

When two or more squads from different players arrive on the same tick at an enemy outpost or colony, they will join forces and fight together against the defenders, if any exist on the outpost/colony. At no point will the attackers attack each other, not even if they are marked hostile to each other. Remember marking players hostile or friendly does not change anything other than their appearence.

Defending army wins or draw

If all the units of the attackers are killed then nothing more happens. The defender keeps his outpost, stays unconquered. This is also true in case of a draw, where both sides looses all their units. If the attacker has no surviving units, there is no one left to take over the outpost or conquer the colony.

Attackers win

The attacker with the strongest surviving army after a possible battle with a defending army takes the outpost or conquers the colony that was attacked. If it was a colony that was attacked, then the attackers return to their origin as usual. If it was an outpost that was attacked then the strongest army is parked on the newly conquered outpost as if it had just been that army fighting, while the other attacker(s) return to their origin.

Definition: Strongest army

The strongest army is the one which has the largest amount of HP. By this definition an armor upgraded vehicle (16 HP) will be considered stronger than a range upgraded tank (12 HP).

Who gets the crystals?

If two armies survives the battle and there's only one crystal, the strongest army gets the conquer and the weakest army gets the crystal.

More information is needed in this section...