Planets

Outdated *This article is outdated (Note added on 09.Sept 2022). You can help Drop-Shock Wiki by updating it.*
**Planets** are the battlegrounds of DropShock. This is where the fighting happens. There are various planets, each has its own goal.

## Planets in general

As you would expect, all planets cycle around the sun. However, even though only a 180° cycle is displayed in DropShock it represents a full planets cycle. When a planet shows up on the top right side of the screen, its cycle starts. It will then move clockwise around the sun until its *horizon* at the top left side. It will take a certain amount of turns (each turn is approx. one minute) for a planet to cycle around the sun that is specific to each planet. This also describes the maximum playtime a player (or base) can be *deployed* to a planet. If the planet has reached its horizon all players and bases will instantly undeploy with no further costs to the player.

### Wulf - Practice Planet

The practice planet is, unsurprisingly, a place for practice. It costs nothing to deploy there, and you do not permanently lose destroyed units. However there is no ore, no bandits and no exp awarded, it should be used for for duels and testing, and it can be useful for the absolute beginner, as it costs nothing to deploy there.

Wulf has four possible deployment zones, if all zones are occupied by units, no further player can deploy.

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### Riona & Taris - Training Planets

The training planets have 60-turn cycles and are 270x270 squares in size.

The two training planets are most basic of the planets, they have a small amount of ore and the easiest bandits. Making them the perfect planets for new players. Bandit types are almost exclusively simple, with occasional Ferdelances, and there are no bandits bases.

You cannot attack another player on the training planets, meaning new players are safe from being wiped out by a high level player. Players above level 20 will receive a penalty to exp gained on training planets, but they can spawn advanced bandits.

Special Feature: There are supplies that you can capture on Taris and Riona. Each supply must be captured by your commander, and give 1 command and 50(?) ore.

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### Konu & Esika - Relic Planet

Konu is the Relic planet, it is designed for higher level players, and as such it has more ore (and more ore is produced by refineries), and harder bandits. Bandits will range from small groups of simples as found on training planet, to large groups of intermediate and advanced bandits, and finally bandit bases, which will contain a variety of buildings and a selection of bandit units.

Bandits will respawn in quadrants, however, the presence of living bandits (including buildings) or ore in the quadrant will prevent this.

You can attack other players from enemy factions on Konu. Experience gained from players is often many times larger than that gained from bandits.

There are also four Relics that occur on Konu, these can be captured by any player for a cost of 3 command. This relic will then broadcast its location for all other players to see. Relics can only be captured/stolen if there are no enemy units in the same sector, and whoever owns the relic at the end of the planets cycle will gain an amount of command for each member of their faction or themselves (depending on relic tax and amount paid to owner. Command is based on the amount of turns since the relic's first capture (more command) and the number of players in the faction (less command). Based on large numbers of players in the default factions, captured relics will not provide any command for these factions.

Esika is a similar planet, designed for new players to get an idea of PvP. It only has three relics, which pay out slightly less command (-25%) but it has CE limits similar to Aldus, to help out lower level players. Cloaking and activated units are not allowed on Esika.

The formula for a relic is : Command Gained per Member = 2 \* (round((.5/((NUMBER OF FACTION MEMBERS/10)+1))^2)) \* (TOTAL NUMBER OF TURNS RELIC PLANET HAS - TURN RELIC WAS CAPTURED)

Keep in mind that Esika relics pay out by the turn, so it is always advantageous to capture an Esika relic for some free command.

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#### Aldus

* Captured Beacon provides 1.5 FP every two turns
* 5 additional FP paid every 5 turns when the Sha'Kahr Queen is in-play

Aldus is a mix between training and PvP planets, although not advisable for unpaid players, the lower levels can deploy and receive advantages to PvP that they will not receive on Konu, or the Faction Planets (Note: there is still great risk, as players of a similar level will have the same advantage, and higher level players will usually be much more experienced in PvP) the advantage occurs with the CE caps imposed on players deploying, based on level. So a lower level means you can deploy a larger army. The CE caps are listed on the planet's deployment screen.

As expected you may attack other players on Aldus, gaining much more exp than from equivalent bandits. The bandits themselves tend to be groups of Advanced bandits, with a faster than normal move rate and the ability to respawn in areas. Also included are a couple of unique bandit vehicles. Bases cannot be deployed to Aldus. Mining on Aldus is similar to that on Konu.

Also, Aldus feature some very powerful Sha'Kahr units.

Aldus also features a beacon. If captured, it will provide 0.75 Faction Points every turn, however it will also broadcast your position for other players to see every 3 turns. The beacon remains attached to the vehicle which captured it, and reduces its maximum speed to 4 (the Move Out / Improved Move Out and Fall In commands are currently the only ways to increase a beacon carrier's speed) If the vehicle with the beacon travels out-of-bounds then it will lose the beacon, which will drop in the last in-bounds square the vehicle went through.

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#### Zedus

* Captured Beacon provides 2 FP every turn
* Faction Points paid to Beacon's controller at Horizon
* No Sha'Kahr / Beacon broadcast on this planet

Factions with less than 50,000fp:

* Receive x4 faction points

Factions with less than 100,000fp:

* Receive x3 faction points

Factions with less than 200,000fp:

* Receive x2 faction points

Zedus is somewhat similar to Aldus, with the exception that you'll find fewer bandits and no Sha'Kahr units. Cloaking does not function.

Note: Out-of-bounds movement is no longer allowed on Zedus and Aldus.

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### Hadeas - Faction Planet

Hadeas is the first of two types of faction planets, where factions can earn Faction Points, in order to purchase faction level and shared strux. In order to deploy to Hadeas, you must be paid, and your faction must have a base on the planet, there are no bandits, however there are a few scattered ore deposits.

Factions compete over beacons, which are captured much like relics, but instead of holding on to them, a faction must drag the beacon back to their Faction HQ building, using the unit that captured it. This beacon carrier has a maximum move of 4 squares per turn. The beacon disapears when it hits the Faction HQ, and the faction is credited with 7 Faction Points for the effort, at this point a new beacon will spawn randomly on the map. There are always three beacons on the planet at any time, a single vehicle cannot capture both beacons at once, but a player with two vehicles may capture one with each.

Although there are no bandits, there is an alien base that randomly deploys and undeploys to and from the planet. This Sha'Kahr base is coloured purple, and will attack anything that comes within its sight. The base purely uses alien technology, organized into one of a number of different base layouts.

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### Hellion & Infernus - Faction War Planets

The second of the two faction type planets, Hellion and Infernus are also a place for factions to earn Faction Points. Unlike Hadeas, they are home to bandits. These bandits consist of medium to large groups of intermediate and advanced bandits. They also have scattered ore deposits.

The objective on Hellion and Infernus is different to beacons, instead there are from 4 up to 6 Nodes (quantity is randomly chosen in the beginning of the cycle), which are guarded by a bandit base, using a pre-designed layout and advanced buildings. When a node is captured by a player, it functions much like a relic, and will broadcast its location. By using a captured Node, a player with the base admin may deploy buildings from their faction storage in order to guard the Node, at a cost to the player. Each Node may support up to 45 buildings, and buildings cannot be deployed if there is an enemy nearby. Every 12 hours factions who own each Node are awarded Faction Points for their efforts.

* 12 hours - 15 faction points
* 24 hours - 25 faction points
* 36 hours - 35 faction points
* 48 hours - 45 faction points
* 60 hours - 55 faction points
* 72 hours - 65 faction points
* Horizon - 100 faction points

Nodes Provide: 15-65fp paid every 720 turns, 100fp pay-out at Horizon Super Node gives x3 pay-out and 1,000fp at Horizon Nodes also give .05fp to .15fp per turn

Additionally, Factions with less than 50,000fp:

* Can deploy 40 extra buildings
* 75% discount to deploy buildings
* Receive x2 faction points

Factions with less than 100,000fp:

* Can deploy 30 extra buildings
* 50% discount to deploy buildings
* Receive x1.5 faction points

Factions with less than 200,000fp:

* Can deploy 20 extra buildings

Factions with less than 300,000fp:

* Can deploy 10 extra buildings

The two planets also have certain limitations on deployment. If a faction captures a Node on one of the planets, no player from the same faction may deploy to the other planet, also, a player cannot deploy to either Faction War planet within 24 hours of joining a faction.

Factions must have less than 200,000 fps to deploy to Hellion.

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### Dominus

This is a Faction Territories planet where factions can face-off in an attempt to seize and hold as much of the planet as possible. The Faction Territories planet shifts the focus from base attack and defense to open field combat; small bases can still be created to allow factions to organize and resupply, but most areas of conflict on Dominus are well outside a base's protection.

Planet Details:

* 81 quadrants on Dominus (9x9), bases cannot be deployed when a player deploys
* 49 capturable quadrants / territories (7x7)
* 25 possible buildable quadrants / territories (5x5), quadrants next to deployment area cannot be made buildable - a faction can only have one buildable quadrant / base, this base can be deployed to
* Edge quadrants of planet is the deployable area, players cannot deploy to a quadrant with a territory node in it (unless they are deploying to a base)
* For 10 Command one captured territory can be enabled for deploying buildings, this has a small building limit (see below), buildings are deployed Faction War style
* Factions can only capture 1 territory every 3 turns, it costs 3 command to capture a territory, only Commanders can capture territories
* If faction controls no territory then any territory can be captured
* If a faction controls a territory, then additional captured territories must be adjacent (up, down, left or right) to a captured territory
* Command spent deploying units or buildings is retained by the planet (less 30%), this amount is paid back to faction based on control of planet - 50%, 70% and 90% controlled gives 10%, 15% and 20% of Territory Command pool paid back every Node pay-out period
* Territory Command pool available to factions is displayed on the planet info window in the deploy screen and starts at 1,000 Command Points
* Faction allies do not share control of Nodes, so control of planet is measured in-terms of each faction individually
* At horizon, remaining Command on planet is paid back to factions based on percent of Nodes controlled at that time and percent of Nodes controlled over the orbit (all Command remaining in pool is paid back)
* Nodes provide line of sight
* Players in default factions can not deploy to Dominus
* Factions can capture Nodes from allies
* First Node can't be captured within 20 turns of payout
* Activated units cannot deploy to this planet

Factions with less than 50,000fp:

* Can deploy 90 buildings
* 75% discount to deploy buildings
* Receive x4 faction points

Factions with less than 100,000fp:

* Can deploy 60 buildings
* 50% discount to deploy buildings
* Receive x3 faction points

Factions with less than 200,000fp:

* Receive x2 faction points
* Can deploy 40 buildings

Factions with less than 300,000fp:

* Can deploy 30 buildings

Factions with less than 400,000fp:

* Can deploy 20 buildings

Factions with over 400,000fp:

* Can deploy 10 buildings

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### Rynn

Survival of the underground colony of Rynn requires the support of your forces. To keep the colony alive, food and medicine must be shuttled to the planet via Supply vehicles. By paying 25 Command you can deploy with a Supply vehicle to Rynn, the colonists will then open a Hatch to their underground colony. If you are able to navigate the Supply vehicle to the Hatch your army will be rewarded with 50 Command points. There are also Abandon Supplies scattered across the planet, these can be loaded onto your Supply vehicle to increase your reward when you reach the Hatch (+10 Command each). Although several Hatches can be open at any given time, you will only be rewarded when you reach your Hatch (you will have vision of your Hatch while deployed with a Supply vehicle).

Be warned, if your Supply vehicle is destroyed by an enemy, they will gain 25 Command points. You will also lose your Supply vehicle if you Evac from the planet or your Commander is killed. Media coverage of Rynn is extremely heavy, so expect acts you take to assist or harm the colonists to be well publicized. It takes approximately 30 minutes to complete a resupply mission.

Rynn features:

* 80% discount on drop-cost
* A sliding CE cap of 20,000 to 10,000 from Levels 50 to 90
* No Activated units
* No out of bounds movement
* It costs no Command to gather Abandon Supplies
* Up-to 100 additional Command can be earned from gathering Supplies
* Factions & allies can only deploy up to 8 members
* Supply vehicle at the proper Node pays 50 Command
* Abandon Supplies increase Supply vehicle's reward
* Destroyed Supply vehicles pay 25 Command to killer