Ground combat currently involves players, NPCs, creatures, droids, and facilities. Eventually it will be possible to attack other entities on the ground (ships and vehicles) as well.
Ground combat features two parties attacking each other simultaneously according to a simple set of rules. An attacker can engage in one attack every 30 minutes (known as a "fire delay"), while a defender can be attacked and return fire automatically for each round of attacks received. A party in a fire delay can still be attacked by others.
A party or squad consists of a leader and up to 12 slots' worth of additional NPCs, creatures, or droids. When any unit within a party is targeted, the whole party engages in battle.
During battle, targets are assigned randomly from each party and it is impossible to specifically focus fire on one unit within a party. Furthermore, in the case of parties led by a non-player entity such as NPCs, the leader of a party can only be attacked after the other party members have been defeated. In a player led party, the player leading the party can sustain damage at the same time as his party.
Parties can be led by by a character or by an NPC (usually called a squad in this case). NPC squads can be set to patrol or protect an area and will automatically engage hostile units that enter their vision, although automatically engaging hostiles is currently only enabled in combat beta on Derra and Serroco. Throughout the rest of the galaxy, they will currently only walk for XP.
Facilities can also be targeted on Derra and Serroco, but they will not form a party unless they are still under construction or being repaired. In this case, the assigned NPCs working on construction or repair will fight alongside the facility as part of its party.
Equipment carried by player characters and NPCs affects combat results. Both may equip armor to the head and chest slots or shields to the primary or secondary slots to provide damage mitigation. Additionally, at least one weapon must be equipped to the primary or secondary slot in order to deal damage. If both primary and secondary weapons are within range of the target, the weapon closest to its optimal range will be used.
Some weapons can be dual wielded. You can equip two dual wieldable weapons to each of the primary and secondary weapon slots. When dual wielding, there is an offhand penalty applied to the second weapon. Weapons for dual wielding do not have to be of the same type.
Additional items such as medikits or bacta patches are not used during combat. Medical items, jetpacks, etc., are all used separately.
Combat damage is resolved in a simple process:
When required, the attacker's "combined attack skill" is determined by the sum of his dexterity and an appropriate weapon skill divided by two, giving the weapon skill half the hit value of dexterity. The weapon skill is chosen based on the type of weapon being used and is one of Projectile Weapons, Non-Projectile Weapons, or Heavy Weapons.
Luke has a Dexterity of 3, a Projectile Weapon skill of 2 and a Non-Projectile Weapon skill of 4. When he attacks with a DL-44 he borrowed from a friend, the resulting combined attack skill is 3 (Dex) + 2 (PW)/2 = 4. When he attacks with a Sword he found lying around his uncle's house, the resulting combined attack skill is 3 (Dex) + 4 (NPW) / 2 = 5.
There is one exception to this rule. The lightsaber weapon skill for Force-aware individuals takes their Lightsaber Combat skill into consideration, alongside their Non-Projectile Weapon skill. The total combined skill value has a maximum of 5, just like any other skill. For all other wielders, the lightsaber weapon skill is treated as half of the Non-Projectile Weapon skill, giving the weapon skill a quarter the hit value of Dexterity. The Lightsaber Weapon skill for Force-aware individuals is shown in the table below.
To hit, the attacker must defeat a dodge threshold selected based on both his and the defender's skills. The threshold is selected from the following table based on the attacker's combined attack skill and the defender's dodge skill. The hit roll must be less than the threshold specified in the following table:
This threshold is then further modified by any range penalties. At a weapon's optimum range, there is no penalty. Any other range will start to hurt the chance to hit. As a weapon attacks further outside of its range it becomes worse. This applies to both under and over the optimal range. The change in range (deltaRange) and a value called drop off determine the modifier. Each weapon has its own drop off value, but is generally around 4. This modifier can be calculated with the following equations:
The base damage dealt by a weapon is determined by its min and max damage and the attacker's weapon skill (see above for a list of weapon skills). The weapon modifier is 1 + skill/10. A random number between the min and max damage listed for the weapon is rolled and scaled by the modifier, and the result is clamped to the weapon's max listed damage.
Alternatively, one has a small chance of scoring a critical hit (skill - 1 %). which always deals 1.5 times the max weapon damage.
Next, the damage is scaled by the weapon's firepower and the target's armor:
For characters and NPCs, the total armor stat is found by summing the armor stat for all equipped items. For droids, creatures, and facilities, the armor stat is an intrinsic value listed for each entity on the appropriate rules page, called "damage reduction," to avoid the connotations of "armor" for facilities (such as additional hull, etc.).
Finally, the damage is scaled appropriate to the weapon's damage type and the target type. This also includes a conversion step, where the raw damage is assigned to the appropriate type (HP or ionic). There are currently three target types: soft, droid, and facility. "Soft" targets include player characters, NPCs, and creatures, and the other two are self-explanatory. There are also eight damage types, and the scaling by target and damage type is summarized in the following table. The first column indicates HP/hull damage and the second indicates ionic damage.
|Damage Type||Target Type|
After scaling and conversion according to that table, the amount is subtracted from the target's stats. First, shields are reduced if present, and then hull/HP or ionic.
Each combatant earns a maximum of 40 XP per round. The XP earned is based on the percentage of shots that do damage to a target. You must have a weapon and use it in order to earn any XP. If the resulting XP is not an integer, the floor of that number is used.
Entities with HP (players, NPCs, and creatures) regenerate 10% HP/day. Entities with shields regenerate shields at a rate of 5% every hour, and entities with ionic capacitance regenerate 10% per day as well.
Players cannot be killed during combat. Instead, when reduced to 0 HP they are knocked unconscious and are unable to perform actions until revived. However, NPCs and droids will be killed/destroyed when they reach 0 HP or hull. A facility is permanently converted into a wreck when it reaches 0 hull.
When an entity with ionic capacitance reaches 0 ionic capacitance, it is disabled for 24 hours. Disabled entities cannot attack in combat, but they can still be attacked and subsequently destroyed.
There are also several special interactions available for disabled entities:
Disabled droids may be captured at most once per 24 hours. You may not steal your own droids or your faction's owned droids. You cannot steal a droid while in a fire delay, and stealing a droid will initiate a new fire delay. You must have a restraining bolt either equipped to a slot or inside a container equipped to one of your item slots. Restraining bolts are consumed when a droid is captured.
Combat tactics determine how entities target their opponents with the hits from their weapons. Targets are always chosen at random, but players have some control over how hits are applied through the use of tactics. Combat tactics for the Player and their Party can be changed from the Party screen, and for Squads can be changed from the Party screen using the "Squad: " options in the drop-down list.
Spread Fire is the default option for all combatants. Under this method, each individual hit from a combatant's weapon will target a separate member of the opposing party, chosen at random. A hit from a weapon will avoid a dead/invalid target until such a time as no other targets are available.
Focus Fire will have all the hits from a combatant's weapon target the same enemy, chosen at random, for an entire combat round. Under this option, even if an opponent dies or becomes an invalid target during the combat round, the combatant's hits will still target that opponent. Focus Fire does not allow you to select which member of an enemy squad you will target.
Current, PvP combat is in beta in the Derra and Serroco systems. At the conclusion of the beta period it will be enabled globally. It is not possible to attack players or facilities in other locations. During beta, players cannot fall below 1 HP and may not attack with 1 HP.
Up to two squads of NPC bandits can spawn randomly on terrain squares on any planet that do not contain a city or a living player character. On Derra and Serroco, they will automatically attack the player if in range when a player character enters the city (such as by cross terrain travel on foot or by exiting another entity in the city), but this is not currently implemented throughout the rest of the galaxy. Bandits will sometimes drop loot after being killed.
Some bandit squads may contain droids. These droids may be disabled and captured.
Up to three herds of creatures can also spawn randomly on any planet, according to terrain restrictions, in locations without cities. On Derra and Serroco, those with the ability to deal damage will automatically attack the player as bandits would. Creatures have a chance of dropping an egg when defeated, based on size. The smallest creatures have the highest chance of dropping an egg. These eggs can be hatched at any incubator to obtain a player-owned creature of the same type.