Combat Basics

## Summary

* Commanders face off against other Commanders live in order to complete objectives depending on the Game Mode:
	+ Base Assault: Destroy the opponent's Base while protecting your own.
	+ Duel: Destroy the opponent's Battleship.
	+ Escort: Either destroy or protect the Neutral Battleship.
	+ Relic Capture: Collect and deliver the most Relics.
* The Commander that completes the Game Mode's objective first (or has the highest score when the time runs out) wins.
* Battles will give the victorious Commander Influence for the Battleship that they used. Each Battleship has its own individual Influence count. Commanders also have a total Influence count, which is the sum of all their Battleships' Influence combined.
	+ Influence may be lost if a Commander is defeated.
	+ The amount of Influence gained or lost is dependent on the Influence count of the Battleships of both participants.
	+ Influence is used to rank Commanders on the leaderboards.
	+ At the end of every Ranked Season, any Battleship with more than 400 Influence will have its Influence set to 400. The Influence deducted is converted to Research Points at a rate of 1 RP per 5 Influence, rounded up to the nearest whole number.

## Battle

* Combat takes place in a hexagonal map divided into "sectors". Each sector has multiple waypoints that are equidistant from the center of the sector and other waypoints within the sector, but are randomly rotated about the center. With the exception of Escort, the starting location of both Commanders' Battleships, as well as the location of any structure or neutral portal, is symmetrical.
* Deploying Modules is the primary method through which victory is achieved, and can be earned and upgraded through opening Artifacts or buying them from the Shop
* Each Module costs Hydrogen to deploy, and each Battleship generates additional Hydrogen at a rate of 10 Hydrogen every 5 seconds.
* Battleships are able to move at a Hydrogen cost and may also use their Commander Abilities and Turrets to assist in battle.
* Battles are won through a combination of movement, strategically deploying Modules, and an effective Turret placement.

## Battleships

* Each Commander selects a Battleship to participate in a battle. Each Battleship has different stats (such as hitpoints and speed) and can be equipped with different Modules and Turrets.
* Modules may be deployed in sectors that are "in range" of a Battleship (highlighted in blue).
	+ Some modules (such as Effect Areas) tend to have a larger deployment range.
	+ If a Battleship overlaps two sectors, it is considered to be within both sectors at the same time. Thus, the deployment range for Modules is extended to both sectors.
* Battleships may be commanded to move to a waypoint.
	+ Doing so costs Hydrogen, which is dependent on the Battleship's move cost.
	+ During a move, the Battleship rotates to face the waypoint. Once it is pointing in the right direction, it accelerates until it reaches its top speed.
	+ While moving, Battleships cannot move to other waypoints but may still deploy Modules and use Turrets.
	+ Upon arriving at a waypoint, Battleships stop instantly and may then move to another waypoint.
* Turrets mounted on Battleships will fire upon enemy Fighters, Structures, and Battleships.
* If a Battleship reaches 0 hitpoints, it conducts an emergency jump out of the map to avoid excessive damage. In this state, hydrogen is not generated and Commanders may not deploy any Modules. In certain game modes, the Battleship will respawn after some time in its starting sector, instantly destroying all enemy FIghters and Battleships within.

## Modules

* Modules consists of the Fighters, Effect Areas, and Structures used to fight in Battles.
* Each Battleship may be equipped with six Modules, Changing Modules can be done by selecting a Module slot in the Shipyard screen or pressing the "Equip" button for a Module in the Technology screen.
* The Shipyard displays the average cost of the Battleship's equipped Modules. A lower cost is considered better as it means Commanders can deploy more Modules faster. However, high-cost loadouts may also be effective if utilized correctly.
* The six Modules must be chosen wisely. The best loadouts are flexible to serve on offense and defense and can counter as many potential strategies as possible.
* Modules may be deployed by either dragging the Module onto a valid sector, or selecting the Module then selecting a valid Sector.
* After using a Module, it enters a 20-second cooldown where it cannot be deployed again, even if the Commander has enough Hydrogen.
* All Fighters, Structures, and most Effect Areas have a deploy time where the Module is inactive. In the case of Fighters and Structures, they will remain stationary and not attack enemy forces but may be attacked during the deploy time. Make sure that deployed Fighters are protected before they fully activate.

## Combat

* Fighters will pursue the nearest enemy that they can target (a Colossus, for example, will attack the nearest Battleship or Structure but ignore enemy Fighters). They can target units from across the map and will continue to do so for as long as possible, until the unit is destroyed or they are too far away (this distance is currently unknown). If a Fighter loses all its hitpoints, it is destroyed (with exceptions; see Hades).
* Fighters and Turrets will fire upon the closest enemy in their attack range. Most Fighters and Turrets fire projectiles that will pursue the targeted unit even if that unit leaves the firing unit's attack range. This may result in situations where a Battleship can outrun multiple bullets.
* If a targeted unit is destroyed, Fighters and Turrets will switch targets to the next closest unit within their range.
* Structures will remain stationary and lose hitpoints over time. If attacked, their effectiveness may be diminished.
* Effect Areas cause a variety of effects within a circular region, after a deploy time (if the Effect Area has any). Negative effects will only be applied to enemy units, while positive effects will only be applied to friendly units.
* Fighters, Effect Areas, and Turrets that deal Area Damage will apply the listed damage to all enemy units caught within the blast radius.