ROIDRACER FIELD MANUAL
Operational doctrine for commanders, raiders, and developers
This manual covers gameplay, formulas, ship classes, combat interactions, and implementation-facing balance notes. All sections are collapsible for quick navigation.
1. Welcome to RoidRacer
RoidRacer is a tick-based browser strategy game inspired by Planetarion-era space wars. You run one planet, mine resources from roids, build fleets, research upgrades, and steal enemy economy through precision raids.
- Tick interval: 30 seconds
- Round length: 20,160 ticks
- Win condition: highest score when the round ends
2. Getting Started
- Create an account with username, planet name, email, and password.
- Log in and review the Dashboard tick box for server timing.
- Build early light ships to secure map pressure and scouting.
- Use Research to unlock stronger classes before rushing capitals.
Tick-based games reward planning over speed: queue production, queue research, and line up arrival windows.
3. Resources
| Resource | Use | Pressure Point |
|---|---|---|
| Gold | General ships, core economy, broad research spend | Main bottleneck for fleet refill during wars |
| Crystal | Advanced hulls, military/intel research | Midgame composition pivot resource |
| Plutonium | Specialist/capital hulls and expensive tech | Hard gate for late-game power spikes |
Roids are your economy engine. If roids drop, your per-tick income drops immediately.
4. Ships (All 13 Hulls)
Target priority controls what classes are preferred in combat targeting.
| Name | Class | Cost (G/C/P) | Build | ATK | DEF | SPD | Target Priority | Special | Research Unlock | Strategy Tip |
|---|---|---|---|---|---|---|---|---|---|---|
| Scout | Light | 200/100/50 | 1 | 0 | 10 | 10 | none | Intel-only; high evasion | Open | Hard to kill, cheap to build. Send in bulk against fortified targets for reliable intel. |
| Mosquito | Light | 250/150/0 | 1 | 6 | 3 | 8 | small | Fast rebuild swarm filler | Open | Use in bulk to absorb losses and pressure weak fronts. |
| Wasp | Light | 350/250/30 | 2 | 8 | 7 | 7 | small | Balanced light brawler | Open | Mix with Mosquitos for cleaner early trades. |
| Venom | Light | 450/350/0 | 2 | 10 | 5 | 9 | small_mid | Raider swarm profile | Open | Use as fast pick unit to shred fragile screens. |
| Dragoon | Medium | 2000/1500/200 | 5 | 40 | 30 | 5 | small_medium | Anti-swarm medium anchor | Advanced Weapons Lv.2 | Core anti-light answer; scale with fleet lines. |
| Raptor | Medium | 2200/1800/250 | 5 | 35 | 35 | 4 | medium_large | Balanced pursuit hull | Advanced Weapons Lv.2 | Use to bridge medium into capital transitions. |
| Phantom | Medium | 1800/2000/300 | 6 | 25 | 45 | 4 | all | Defensive medium tank | Advanced Weapons Lv.2 | Great attrition ship when defending multi-wave attacks. |
| Sentinel | Specialist | 3000/2000/1000 | 8 | 20 | 60 | 3 | all | 2x defense while stationary | Advanced Weapons Lv.4 | Park at homeworld to punish incoming raids. |
| Claymore | Specialist | 4200/4200/1500 | 10 | 80 | 40 | 3 | large | Capital hunter | Advanced Weapons Lv.4 | Primary answer to Thor/Zeus fleets. |
| Hydra | Specialist | 6000/7000/3000 | 14 | 60 | 80 | 2 | medium_large | Defensive siege profile | Advanced Weapons Lv.4 | Heavy staying power in extended defensive fights. |
| Thor | Capital | 22000/18000/8000 | 25 | 140 | 120 | 2 | all | High-impact titan | Advanced Weapons Lv.7 | Commit only with escort; rebuild time is long. |
| Zeus | Capital | 27000/24000/10000 | 30 | 170 | 140 | 1 | all | Top-end flagship | Advanced Weapons Lv.7 | Use as finisher after Claymore threats are softened. |
| Roidracer | Economy | 800/400/50 | 3 | 0 | 5 | 6 | none | Chance to steal 1 roid/tick; dies on success | Open | Send in bulk against roid-rich targets; each successful steal costs one racer. |
Target priority shorthand: none, small, small_mid, small_medium, medium_large, large, all.
5. Combat System
Tick-by-Tick Resolution
- Each fleet applies attack according to target priority.
- Defense modifiers are applied (including tech and Sentinel stationary bonus).
- Kills are resolved immediately; destroyed ships no longer fire later in the same tick cycle.
- Surviving Roidracers steal roids each tick of successful attack presence.
Fleet Waves and Defense
- Up to 3 attack waves can be sent in one mission setup.
- Planet ships auto-defend; alliance defense fleets can reinforce.
- Defense fleets travel faster than attack fleets.
Orbital Cannon (Defense Multiplier)
The Orbital Cannon boosts the damage output of all defending ships on your planet:
defenseMultiplier = 1 + (cannonLevel × 0.05)
| Level | Multiplier | Effect |
|---|---|---|
| 0 | ×1.00 | No bonus |
| 1 | ×1.05 | +5% defense damage |
| 2 | ×1.10 | +10% defense damage |
| 3 | ×1.15 | +15% defense damage |
| 4 | ×1.20 | +20% defense damage |
| 5 | ×1.25 | +25% defense damage |
The Orbital Cannon scales with your fleet size — the more defending ships you have, the more total bonus damage it generates. Combined with Sentinels (2× defense when stationary) and Planetary Shield, a well-fortified planet is extremely expensive to crack.
Combat Matrix (Kills per Tick per Unit)
| Attacker | Mosq | Wasp | Venom | Dragoon | Phantom | Raptor | Claymore | Thor | Zeus | Hydra | Roidracer |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Mosquito | 1.0 | 0.5 | 0.6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1.0 |
| Wasp | 1.5 | 1.0 | 1.0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1.5 |
| Venom | 1.2 | 0.8 | 1.0 | 0.3 | 0.2 | 0.3 | 0 | 0 | 0 | 0 | 1.5 |
| Dragoon | 4.0 | 3.5 | 3.0 | 1.0 | 0.8 | 0.9 | 0.2 | 0 | 0 | 0 | 1.5 |
| Phantom | 2.0 | 2.0 | 2.0 | 0.8 | 0.5 | 0.7 | 0.3 | 0.1 | 0.1 | 0.2 | 1.0 |
| Raptor | 2.5 | 2.0 | 2.0 | 1.0 | 0.7 | 1.0 | 0.5 | 0.3 | 0.2 | 0.4 | 1.2 |
| Claymore | 0.5 | 0.5 | 0.5 | 0.3 | 0.2 | 0.3 | 0.5 | 0.8 | 0.7 | 0.6 | 0.5 |
| Thor | 3.0 | 2.5 | 2.5 | 1.5 | 1.2 | 1.3 | 0.3 | 0.5 | 0.4 | 0.5 | 2.0 |
| Zeus | 4.0 | 3.5 | 3.0 | 2.0 | 1.5 | 1.8 | 0.2 | 0.6 | 0.5 | 0.6 | 2.5 |
| Hydra | 1.5 | 1.5 | 1.5 | 1.0 | 0.8 | 1.0 | 0.4 | 0.3 | 0.2 | 0.5 | 1.0 |
| Sentinel | 1.5 | 1.2 | 1.1 | 0.6 | 0.7 | 0.6 | 0.2 | 0.2 | 0.2 | 0.3 | 1.0 |
Roid Stealing Rules
- Protected minimum: 10 roids per type (gold/crystal/plutonium) cannot be stolen — you always keep at least 30 total.
- Max per tick: 20% of stealable roids (above protected minimum) can be stolen per combat tick.
- Steal chance per Roidracer: scales with target's total roid count:
- 50 roids → 2% chance per racer
- 100 roids → 4% chance per racer
- 250 roids → 10% chance per racer
- 500+ roids → 20% chance (capped)
min(0.20, totalRoids / 2500) - Roid Magnetism research adds +2% steal chance per level (max 30% total).
- Sacrifice: Each Roidracer that successfully steals a roid dies in the process.
- Stolen roids transfer immediately to attacker economy (random type, weighted by target distribution).
- Strategy: Target roid-rich players (250+ roids) for maximum efficiency. Small planets are protected.
6. Research and Development
Level N cost = base × 1.8^(N-1)
Current runtime has 13 active research techs. A 14th design slot is included below as a planned expansion entry for balancing documentation.
⛏️ Mining Branch
| Tech | Base Cost (G/C/P) | What It Does |
|---|---|---|
| Efficient Mining | 300/300/100 | +10% income per level. Your roids produce more resources each tick. Level 5 = +50% income. This is your #1 early priority — more income means faster everything. |
| Deep Core Drilling | 500/500/200 | +5% plutonium income per level (stacks with Efficient Mining). Plutonium is the bottleneck for specialist and capital ships. Level 5 = +25% extra plutonium on top of mining bonus. |
| Roid Magnetism | 700/700/400 | +2% Roidracer steal chance per level. Makes your Roidracers more effective at stealing enemy roids. Level 5 = +10% steal chance on top of the base formula. |
| Asteroid Prospecting | 1000/1000/500 | Unlocks roid mining. Without this, you can't mine new roids at all. Each level reduces mining time by 5%. Required before you can grow your economy through mining. |
⚔️ Military Branch
| Tech | Base Cost (G/C/P) | What It Does |
|---|---|---|
| Advanced Weapons | 800/900/500 | +8% attack damage per level for all your ships. Also unlocks ship classes: Lv.2 = medium ships (Dragoon, Raptor, Phantom), Lv.4 = specialists (Sentinel, Claymore, Hydra), Lv.7 = capitals (Thor, Zeus). This is the most important military tech. |
| Reinforced Hulls | 900/800/500 | +8% defense per level for all your ships. Your ships take less damage and survive longer. Lv.3 unlocks Planetary Shield development. |
| Warp Drive | 1000/1000/900 | Reduces fleet travel time. Faster attacks, faster defense reinforcements, faster scouts. Lv.7 unlocks Hyperspace Beacon development. |
| Fleet Coordination | 1100/1200/1000 | Lv.5 unlocks a 4th attack wave (normally 3 max). More waves = more tactical flexibility in combat. |
🕵️ Intelligence Branch
| Tech | Base Cost (G/C/P) | What It Does |
|---|---|---|
| Long Range Scanners | 500/700/300 | Improves scout report quality. Higher visibility = see exact ship counts, resources, and roids of your target. Counters enemy Stealth Technology. |
| Stealth Technology | 700/900/500 | Hides your planet from enemy scouts. Reduces their visibility level. Lv.5 unlocks Cloak Generator development (complete ship concealment). |
| Early Warning | 600/800/400 | Detects incoming attacks earlier. More time to prepare defenses, call alliance support, or evacuate fleets. |
🏭 Economy Branch
| Tech | Base Cost (G/C/P) | What It Does |
|---|---|---|
| Shipyard Efficiency | 400/300/200 | Reduces ship build time. Ships finish faster, letting you rebuild after losses and maintain fleet pressure. Essential for war recovery. |
| Resource Compression | 700/700/500 | Economy stability. Protects your resource stockpile and improves storage efficiency. |
| Trade Routes | 800/500/400 | +3% passive income per level (stacks with Efficient Mining). A smaller but free bonus to all resource production. |
Cost Multipliers by Level
| Level | Multiplier |
|---|---|
| 1 | 1.000 |
| 2 | 1.800 |
| 3 | 3.240 |
| 4 | 5.832 |
| 5 | 10.498 |
| 6 | 18.896 |
| 7 | 34.012 |
| 8 | 61.222 |
| 9 | 110.200 |
| 10 | 198.359 |
🏗️ Developments (Planet Upgrades)
Developments are permanent planet upgrades with multiple levels. Each level costs more but provides stronger effects. Unlike research, these are physical installations on your planet.
| Development | Requirement | Base Cost (G/C/P) | Build Ticks | What It Does |
|---|---|---|---|---|
| Planetary Shield | Reinforced Hulls Lv.3 | 4000/4500/2500 | 8 | Absorbs incoming damage. Each level blocks 25 ship kills per tick. Lv.5 = 125 kills absorbed. Protects your fleet from the first wave of damage — attackers need to overwhelm it. |
| Orbital Cannon | Advanced Weapons Lv.5 | 7000/6000/3500 | 10 | Boosts all defending ship damage by +5% per level. Lv.5 = +25% damage from your entire garrison. Scales with fleet size — bigger fleet = bigger bonus. See combat section for details. |
| Cloak Generator | Stealth Technology Lv.5 | 5000/7000/4000 | 10 | Hides your ships from enemy scouts. Enemy scouts see "Cloaked" instead of ship counts unless they have visibility 5+. Makes it impossible for enemies to know your defense strength. |
| Hyperspace Beacon | Warp Drive Lv.7 | 6500/6500/4200 | 12 | Speeds up defense fleet travel. Alliance defense fleets arrive faster to help you. Critical for coordinated defense in late-game alliance warfare. |
Research Priority Guide
- Open with Efficient Mining and Shipyard Efficiency for tempo.
- Rush Advanced Weapons 2 to unlock medium warships.
- Move to Advanced Weapons 4 before committing specialist lines.
- Push Advanced Weapons 7 only when economy can sustain capital losses.
7. Roid Mining
Mining lets you grow your economy by prospecting new roids. Requires Asteroid Prospecting research (level 1+).
How It Works
- Mine one roid at a time (gold, crystal, or plutonium).
- Each mining operation costs resources and takes several ticks.
- When complete, you gain +1 roid of the chosen type.
Bitcoin-Style Difficulty
Mining cost increases exponentially as you accumulate roids:
difficultyMultiplier = 1 + (currentRoids / 50)^1.5
| Current Roids | Multiplier | Cost (G/C/P) |
|---|---|---|
| 40 (start) | ~1.7× | ~850 / 850 / 340 |
| 100 | ~3.8× | ~1,900 / 1,900 / 760 |
| 500 | ~32× | ~16,000 / 16,000 / 6,400 |
| 1,000 | ~90× | ~45,000 / 45,000 / 18,000 |
| 2,000+ | ~280× | ~140,000+ / 140,000+ / 56,000+ |
Strategy: Mine early when it's cheap (under ~500 roids). Beyond 1,000 roids, stealing from enemies becomes far more efficient than mining. This is by design — wars drive the late game.
Mining Time
ticks = (5 + floor(currentRoids / 100)) × (1 - prospectingLevel × 5%)
Asteroid Prospecting research reduces mining time by 5% per level.
8. Alliances
- Create or join alliances for defense and tactical communication.
- Use alliance chat for wave timing and target calls.
- Send defense fleets to allies for rapid shared defense posture.
- Alliance score aggregates member performance and fleet value.
9. Galaxy and Scouting
Map Structure
- Universe is organized by galaxy, system, and slot coordinates.
- Travel time depends on distance band (same system, same galaxy, cross-galaxy).
Scout Reports
Scouts provide intel snapshots when they arrive at the target planet. The quality of intel depends on your scanner tech vs the target's stealth tech:
visibility = max(0, scannerLevel − stealthLevel + 1)
| Visibility | Resources | Roids | Ships | Stealable Roids |
|---|---|---|---|---|
| 0 | Unknown | Unknown | Unknown | Unknown |
| 1 | Unknown | Exact count | Unknown | Shown (10% per type) |
| 2 | Exact | Exact count | "Present" / 0 | Shown |
| 3+ | Exact | Exact count | Exact count | Shown |
Stealable roids = 10% of each roid type (min 1 if any exist). This shows how much you could steal per successful attack wave. Use this to evaluate raid targets — high stealable roids + weak defense = prime target.
Cloak Generator on the target planet hides all ship data unless your visibility is 5+.
- Use map scanning each session to find weak economies and idle targets.
- Scout frequently — intel goes stale fast as players build and move fleets.
10. Scoring
Total Score = ShipScore + RoidScore + ResourceScore + ResearchScore + KillScore
- ShipScore = total fleet value × 3.0 — the dominant factor; build ships to climb the rankings
- RoidScore = total roids × 15
- ResourceScore = (banked gold + crystal + plutonium) ÷ 10
- ResearchScore = total research investment × 0.3
- KillScore = destroyed enemy value × 1.5
Key insight: Fleet power is by far the biggest score driver. Hoarding resources or roids without converting them into ships barely moves your ranking. Losing ships in combat hurts your score more than losing roids or resources. Kill score rewards aggressive play — destroying expensive enemy ships pays off.
Fleet value includes all owned ships — both garrison and ships traveling in fleets.
11. Strategies
Rush
Flood lights early, pressure neighbors, then pivot quickly into Dragoons.
Turtle
Bank economy, establish Sentinel/Phantom layers, punish overextensions.
Balanced
Mix offense and defense, keep tech parity, and rotate raid windows with alliance support.
Alliance Tactics
Coordinate 3-wave attacks and stagger defense arrivals to deny enemy timing reads.
12. Balancing Notes
This section mirrors concepts from SHIP-BALANCE-v0.1.md in the repository and the current runtime constants.
- Research gates prevent immediate medium/specialist/capital rushes.
- Capital ships are expensive long-term commitments (Thor/Zeus now 1.5x pricing).
- Core counter loop: swarm pressure, Dragoon anti-swarm, Claymore anti-capital.
- Roid theft capped at 20%/tick of stealable roids (10 per type protected); steal chance scales with target roids (2%–20%, formula: roids/2500); Roidracers die on successful steal. Mining is instant with Bitcoin-style pricing — cheap early, exponentially expensive late.
- Scoring heavily favors fleet power (×3.0). Roids (×15), resources (÷10), and research (×0.3) are minor factors. Kills (×1.5) reward aggressive play. Build ships to climb rankings.
- Orbital Cannon is a defense multiplier, not a direct damage source. It amplifies all defending ship damage by +5% per level (max +25%). Scales with fleet size — bigger garrison = bigger cannon value.
Quick links: Gates | Capitals | Counters | Roid Economy
13. Developer Notes
Architecture Snapshot
server/tick-engine.js: tick loop, queue processing, fleet movement, combat, roid transfer.server/combat.js: combat resolution and matrix interactions.server/constants.js: ships, research, developments, matrix values.server/routes/game.js: shipyard/research/fleet endpoints and unlock validation.public/js/app.js: SPA rendering, shipyard UI, forms, SSE hooks.
How to Modify Balance Safely
- Update ship/research constants first.
- Enforce new gates in API endpoints before exposing UI toggles.
- Reflect new values in manual and frontend labels.
- Run through attack/defense, build queue, and unlock edge cases manually.
Keep combat matrix edits conservative; small coefficients produce large meta shifts over many ticks.