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space-game/docs/COMBAT.md

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# Combat
This document defines the intended combat model for the simulation.
Combat is primarily a local-space activity. It is how factions, pirates, and defenders contest access, claims, stations, and logistics.
## Design Goals
The combat model should support:
- local-space tactical fights
- piracy and harassment
- claim destruction and station contestation
- station defense
- commander-driven engagement behavior
- policy-aware hostility and access denial
## Core Principles
- combat happens in `local-space`
- claims and structures are physically contestable
- piracy should target valuable traffic and vulnerable infrastructure
- stations should be defensible but not magically safe
- combat behavior should come from commanders and policy, not only from raw proximity
## Combat Space
Combat belongs in `local-space`.
This is where entities can:
- maneuver with thrusters
- approach targets
- engage with weapons
- defend stations and claims
- intercept miners, haulers, and construction support
Ships in `system-space` warp transit are not in normal tactical combat.
This keeps tactical fighting distinct from travel.
## Combat Actors
The main combat actors are:
- combat ships
- escorts
- station defenses
- pirates
- claim objects
- vulnerable civilian or industrial ships
Combat should matter not only for fleet battle, but also for logistics disruption and territorial contest.
## Claims As Combat Targets
Claims at Lagrange points should be valid combat targets.
That means:
- enemies may destroy a claim before it matures
- pirates may harass or destroy claims
- destroying a claim reopens the location for future contest
Claims should not be protected by abstract immunity.
They are real objects in the world.
## Construction As A Vulnerable Phase
Station founding and expansion should be dangerous.
Vulnerable targets include:
- claim objects
- construction storage
- constructor ships
- supplying haulers
This makes station growth something that may require escort and local protection rather than being a purely economic background action.
## Station Defense
Stations should be able to defend themselves through modules and local defenders.
Station defense may come from:
- defense modules
- docked or assigned defenders
- nearby fleet response
- friendly system presence
Station safety should depend on actual defensive capacity, not only ownership flags.
## Piracy
Pirates should be a meaningful local-space threat.
They should favor:
- industrial ships
- haulers
- construction traffic
- station approaches
- valuable logistics lanes
Piracy is especially important because it creates pressure on:
- escorts
- trade profitability
- claim security
- station recovery
Pirates should not behave like generic random attackers if the game can instead make them economically disruptive predators.
## Hostility And Access
Combat should interact with policy and diplomacy, but not be replaced by them.
Examples:
- a hostile faction may be denied docking and attacked on approach
- a neutral faction may be tolerated in-system but not allowed to build
- pirates may ignore policy altogether and simply attack vulnerable targets
See [POLICIES.md](/home/jbourdon/repos/space-game/docs/POLICIES.md) for the access side of this relationship.
## Commander Role In Combat
Commanders should determine combat behavior.
Examples:
- faction commanders set threat posture
- station commanders request local defense
- ship commanders choose whether to attack, escort, retreat, or hold
Combat should therefore depend on:
- commander doctrine
- assigned role
- local threat level
- policy and hostility state
This is better than a purely reflexive “closest target” model.
## Engagement Rules
Commanders should eventually carry engagement rules such as:
- attack hostiles on sight
- defend only if attacked
- prioritize claims and stations
- prioritize civilian protection
- avoid battle unless escorted
These rules can begin simple, but they are important for faction identity.
## Civilian And Industrial Vulnerability
Non-combat ships should not be expected to behave like warships.
Industrial or civilian commanders should prefer:
- fleeing
- docking
- requesting escort
- rerouting
- abandoning low-value trade under danger
This gives escorts and station defense real purpose.
## Claim And Station Contest
A system can be contested without full conquest mechanics.
Useful examples:
- destroy the enemy claim before activation
- raid construction storage
- kill the constructor ship
- deny safe trade to a vulnerable station
- force expensive escort commitments
This creates strategic conflict even before fully mature station warfare exists.
## Destruction And Recovery
Combat should create lasting economic consequences.
Examples:
- destroyed claims delay expansion
- destroyed haulers create shortages
- destroyed defenders weaken a system
- damaged or powerless stations need recovery support
This is one of the main ways combat feeds back into the economy.
See [EVENTS.md](/home/jbourdon/repos/space-game/docs/EVENTS.md) for the combat and claim-related event families.
## Minimum Rules
The following rules should remain true unless deliberately revised:
- combat is primarily a local-space activity
- claims are destructible and contestable
- station construction is a vulnerable phase
- piracy should prefer valuable and vulnerable traffic
- station defense depends on real assets
- commander doctrine should influence combat behavior
- combat outcomes should affect logistics and expansion
## Relationship To Other Documents
- [SPACES.md](/home/jbourdon/repos/space-game/docs/SPACES.md)
- defines where combat is allowed
- [POLICIES.md](/home/jbourdon/repos/space-game/docs/POLICIES.md)
- defines access and hostility context
- [COMMANDERS.md](/home/jbourdon/repos/space-game/docs/COMMANDERS.md)
- defines who decides engagement behavior
- [STATIONS.md](/home/jbourdon/repos/space-game/docs/STATIONS.md)
- defines vulnerable stations, claims, and local defense context
- [ECONOMY.md](/home/jbourdon/repos/space-game/docs/ECONOMY.md)
- defines the economic consequences of combat disruption