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Combat

This section collects design exploration for how combat and conflict work in Living Universe Online.

Combat sits at the intersection of fleet mechanics, territorial control, and the broader player economy. It is not only about who wins an engagement — it is about what winning means, what the attacker gains, and what the defender loses.


Topics

Colony Conquest

Can players capture other players' colonies, or can they only destroy and extract?

This is a foundational question that shapes the entire military playstyle and determines what war is actually for.

See Colony Conquest.

Battle Mechanics

How do battles resolve? This covers the wave-based combat model, how duration scales with fleet size, RNG events, and the retreat decision.

See Battle Mechanics.

Ship Classes and Roles

How do different ship types interact in combat? This covers class-based role separation, which ships can reach which combat domains, and how fleet composition determines what objectives an attacker can pursue.

See Ship Classes and Roles.

Colony Defense Layers

How do colonies defend themselves? This covers the two-layer model — orbital and surface — what structures exist in each layer, and the tradeoffs defenders face when investing in protection.

See Colony Defense Layers.

Occupation

How can an attacker establish sustained economic control over a colony without permanently capturing it? This covers the landing phase, the conquest cache, garrison maintenance, stability decay, and the revolt mechanic.

See Occupation.

Fleet Detection

How do players discover incoming fleets? This covers home system visibility, extended sensor range, the alert window, and stealth as a counter.

See Fleet Detection.