To begin combat you must scan the structure or ship and choose the option to attack, alternatively to attack ships, you can choose the "Enter Combat" option from the tactical menu or "Join Combat" if a battle is underway. Only one battle takes place per sector, so if you choose to attack a ship while a battle is happening, you and your target will be placed in the battle on opposing teams.

Combat in TextSpaced uses a card-based system where a player creates a "battle deck" outside of combat for each ship type they own, up to a maximum of 18 cards. The deck will automatically include port cards when combat starts based on the ports currently equipped but additional cards can be added to customise the deck. Some of these cards are unique to certain ships and some are unlocked in relation to different skill levels or otherwise learnt or gained.

All ships and structures start with a default deck, with additional cards added to structure decks based on the level of the structure.

There are four types of card:

  • Reactive
  • Attack
  • Defensive
  • Special

Reactive cards are cards that react to other incoming attack cards, such as counter-measures that block a missile.

Attack cards are cards that represent your weapons, and based on the fire rate of the weapon determines how many copies of that card are added to your deck (on top of the battle deck of 18 cards).

Defensive cards are cards that perform non-offensive functions, such as repairing your hull or cloaking if you have a cloaking module equipped.

Special cards are special actions including the special ability of the current ship.

The special ability of your ship takes four rounds to charge, and once charged is automatically added to your hand, provided your hand has space.

When the battle starts, each player is dealt 5 cards from the deck. During a battle, a player can only play a certain number of cards per round and can also only hold up to a certain number of cards before new cards are no longer drawn from the deck.

The number of cards playable per round is calculated as the number of ports on the ship, divided by two plus one. So a ship with 2 ports can play 2 cards per round - a ship with 4 ports could play 3 cards per round and a ship with 10 ports can play 6 cards per round.

The maximum number of cards that can be held in the hand is calculated as the number of ports, divided by two, plus 3; with a minimum of 4 and a maximum of 8. So a ship with 4 ports can hold 5 cards, a ship with 8 ports can hold 8 cards.

All structures with less the 100 attack can only play one card per turn. Structures with 100 attack or more can play two cards per turn, with the exception of defence structures which can play three per turn.

The order of play is prescribed so that once every player has chosen their cards the round proceeds with a set order (RADS). This order being:

  • Reactive cards + Attack cards
  • Defensive cards
  • Special cards

Players with the highest sub-light speed go first and the slowest last. The battle is over once the entire enemy team has been destroyed. 

The SHIELD stats of a ship play an important role in combat, and should be understood as follows:

  • Shield: Protects all other systems from damage (excluding special weapons)
  • Hull: Your ship is destroyed when it reaches zero
  • Internal Systems: Reduces the number of cards you can hold in your hand when damaged
  • Engines: Governs your maximum sub-light speed
  • Light drive: Reduces the chance of retreat and when reaching zero all retreat cards are removed from the deck
  • Defences: Increases the damage you take overall as it decreases and when completely destroyed there is a chance a port is destroyed also, removing all of its cards from the hand and deck

In card-based combat, attack cards always hit their target unless stopped by a reactive card, which is why they are shown together in the round order. Attack cards are how you deal damage to an enemy ship or structure.

Attack cards represent weapons and all weapons have a type,  a damage type and some even have special perks, which provide additional effects in combat. The weapon type has the biggest impact in combat as different types serve different roles, the weapon types are:

  • Cannon: High damage but has a large amount of counter reactive cards
  • Turret: Low damage but has a low amount of counter reactive cards
  • Missile: Medium damage but has a medium amount of counter reactive cards
  • Torpedo: High damage but has a large amount of counter reactive cards
  • Broadsides: High damage but can only target ships with a speed of 150 or lower
  • Artillery: Very high damage but can only target structures

The damage type of the weapon also plays a significant role, the damage types being:

  • Kinetic, EM, Anti-Matter: No additional effects
  • Shock: Has a chance of damaging a random system through shields
  • Arc: Stacks damage against the shields and causes stacking damage to the shields based on the maximum shield output of the target
  • Nuclear, Nuclear EMP: Stacks damage against all systems once the shields are down based on the maximum hull strength of the target. Once it reaches 100 ppm it knocks out the crew and forces a turn skip
  • Biogenic: Once it reaches 100 ppm knocks out the crew and forces a turn skip (excluding Androids)
  • Molten: Stacks damage against the hull based on the maximum hull strength of the target

Stack in this context refers to damage that increases with each subsequent hit.

When combat begins there will a pause while all players are connected and the battle is generated. Once the battle starts you will have 90 seconds to choose your cards before the next round begins. Options within combat include the following:

  • Enable/Disable Auto-Play: Cards are played for you each round
  • Choose Card: Choose a card to play from your hand
  • My Team: View the stats of your team
  • Opposing Team: View the stats of the opposing team

If a player wishes to retreat from combat, they must first draw the retreat card and play it, if the auto-play option is enabled, the retreat card will be played when your shields are down and you have a severely damaged hull - providing of course there is a retreat card in your hand.

Card-based combat is extremely versatile as it allows a player to customise their deck as they wish but also very tactical, as battles are split into tiers and there are a plethora of effects that can be combined as well as chaining and complex reactions.

Compared to the legacy system it's more about understanding the perks and damage types of your weapons as well as creating a deck that suits your game style but contains cards that compliment each other. Since weapons will no longer have accuracy but a critical chance instead, it will be important to weigh this chance against it's maximum damage.

Special Reference

The special cards available every four turns are as follows for the base and enhanced ships, for crafted ships, the special will be listed as a perk if it has one.

Ship class Special
Scout  Critical Targeting

A guaranteed critical hit for all attack cards.

Fighter  Pursuit

All attack cards deal 50% more damage.

Barge  Soft Targets

Destroy cargo extensions or a single piece of equipment

Gunboat  Fire at Will

Attack cards are not returned to the deck when played.

Frigate  Platform Disable

Disable a weapons platform for one turn.

Cruiser  Cyber-Warfare

Disable an enemy ship for one turn.

Corvette  Plasma Wake

Slows all ships on the opposing team.

Interceptor  Cascade

Remove all retreat cards from all hands.

Explorer  Sensor Overload

Force an enemy to skip a turn.

Colony  Deputise

Repair hull based on the number of colonists onboard.

Terraformer  Seed Chaff

Causes molten damage to one ship.

Carrier  Shield Transfer

Transfers a large amount of shield to a friendly ship.

Missile Boat Point Defence

Destroy all incoming missiles.

Hammerhead Ram

Ram into a target dealing 100 damage to them and 10 to you.

Artillery Boat Siege Mode

Receive 25% less damage and deal 25% more.

Tanker  Absorb Damage

Absorb damage based on the number of commodities onboard.

Engineer  Mass Assembly

Repair all friendly hull by a small amount.

Destroyer  Overload Firing

All attack cards deal 50% more damage.

Juggernaut  Reactive Armour

Absorb the full damage of two attacks.

Dreadnought  Siege Mode

Receive 25% less damage and deal 25% more.

Capital  Guidance

All enemy counter-measure cards are nullified.

Battleship  EM Pulse

Damage all enemy ships shields or internal systems.

Combat Training

You can undertake combat training at any point by selecting the option from the command menu. Combat training is a simulation that pits you and some random allies against another random team. All the damage is simulated and your ship will be in its original condition once combat as ended.

Combat training is the perfect way to master combat and refine your deck.

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