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