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Mechanics

From Solar Conquest
Revision as of 00:01, 17 June 2024 by FinchNet (talk | contribs) (Cleanups)

This page will explain Solar Conquest 2's mechanics below.

Diplomacy

Diplomacy is a mechanic that allow players to ally with others team. It's often used to buy time for their own team that are losing or other benefits.

There are three stages of diplomacy, which are:

  • Hostile
    • During this state, autodefenses will always open fire on players who are on a hostile team. Players cannot donate to other players that are on teams with hostile relations.
  • Neutral
    • During this state, autodefenses will not open fire on players. Players can also donate RUs to players on teams with neutral relations. During this state you can declare war by simply damaging anything that belongs to a team with neutral relations.
  • Allied
    • During this state, a player's tag will be shown to any team that are allied to them. You also gain half the RU income from all allied teams and cannot damage other players that are allied.

Each team can send a diplomatic request to vote on declaring a ceasefire or friendly relations every 300 seconds. If a team has hostile relations with another team, one of the teams can send a request for a ceasefire to have neutral relations. If a team has neutral relations with another team, one of the teams can send an alliance request; if allied, they can send 'break alliance' requests. Ceasefire, alliance, and breaking alliance requests are voted on by team members, and a 50% majority is required to pass these requests. Allying every team will not result in victory; the win goal is that you must capture every planet that exists in the system.

Currently there are 3 options of voting

  • Yay
  • Nay
  • Abstain

By end of a vote, it will display how many people have voted. If a player does not vote, it will be considered an abstinence vote. It will also show who accepted or rejected the request.

Rebellion

Rebelling is a mechanic that allows a team to revive given specific circumstances. In order to rebel, the team must first lose all their spawns with their home planet captured. Their home planet must also not have any buildings that prevent rebellions, like Colony Centers and Towers. In order to initiate a rebellion, a player in the spawn box needs to touch the brick corresponding to the defeated team's color. If successful, an announcement message will pop up indicating which team has rebelled. When a defeated team rebels, the team currently controlling the specified planet will lose control of the planet. In addition, all buildings belonging to any other faction will transfer ownership to the rebelling team.

Rebellions cannot be conducted if a Colony Center or a Tower is built on the target planet, requiring it to be destroyed in order to rebel. There is also a short cooldown beginning when the defeated team loses all their spawns before a rebellion can be made. If the team brick for the corresponding defeated team is translucent, then it means either or both of these factors are in play, preventing rebellion.

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