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 | 2 | 10 | none | Intel-only unit | Open | Send cheap scout probes constantly. |
| 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.
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
- Max per tick: 20% of defender's total roids can be stolen per combat tick.
- Steal chance per Roidracer: scales with target's roid count:
- 100 roids → ~2% chance per racer
- 500 roids → ~10% chance per racer
- 1,000+ roids → 15% chance (capped)
min(0.15, totalRoids / 5000) - 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: At low roid counts, stealing is inefficient. At high counts (1,000+), Roidracer raids become devastating — protect your economy!
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.
| # | Tech | Branch | Base Cost (G/C/P) | Base Ticks | Purpose |
|---|---|---|---|---|---|
| 1 | Efficient Mining | Mining | 300/300/100 | 2 | Income growth |
| 2 | Deep Core Drilling | Mining | 500/500/200 | 3 | Plutonium scaling |
| 3 | Roid Magnetism | Mining | 700/700/400 | 4 | Raid economy pressure |
| 4 | Advanced Weapons | Military | 800/900/500 | 4 | Ship attack boost + class unlock gates |
| 5 | Reinforced Hulls | Military | 900/800/500 | 4 | Ship durability |
| 6 | Warp Drive | Military | 1000/1000/900 | 5 | Travel speed advantage |
| 7 | Fleet Coordination | Military | 1100/1200/1000 | 5 | Fleet throughput and command tempo |
| 8 | Long Range Scanners | Intelligence | 500/700/300 | 3 | Improved scout intel |
| 9 | Stealth Technology | Intelligence | 700/900/500 | 4 | Concealment from enemy scouts |
| 10 | Early Warning | Intelligence | 600/800/400 | 4 | Earlier incoming fleet awareness |
| 11 | Shipyard Efficiency | Economy | 400/300/200 | 3 | Lower build ticks (minimum 1) |
| 12 | Resource Compression | Economy | 700/700/500 | 4 | Storage and economy stability |
| 13 | Trade Routes | Economy | 800/500/400 | 4 | Passive economy bonus |
| 14 | Asteroid Prospecting | Mining | 1000/1000/500 | 4 | Unlocks roid mining; reduces mining time per level |
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 (4)
| Development | Requirement | Cost (G/C/P) | Build Ticks | Role |
|---|---|---|---|---|
| Planetary Shield | Reinforced Hulls Lv.3 | 4000/4500/2500 | 8 | Defensive soak layer |
| Orbital Cannon | Advanced Weapons Lv.5 | 7000/6000/3500 | 10 | Planet defense pressure |
| Cloak Generator | Stealth Technology Lv.5 | 5000/7000/4000 | 10 | Intel denial |
| Hyperspace Beacon | Warp Drive Lv.7 | 6500/6500/4200 | 12 | Rapid reinforcement posture |
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
- Universe is organized by galaxy, system, and slot coordinates.
- Travel time depends on distance band (same system, same galaxy, cross-galaxy).
- Scouts provide intel snapshots; scanner and stealth tech alter visibility quality.
- Use map scanning each session to find weak economies and idle targets.
10. Scoring
Total Score = ShipScore + RoidScore + ResourceScore + ResearchScore + KillScore
- ShipScore = total fleet value (garrison + fleets) × 1.5
- RoidScore = total roids × 50
- ResourceScore = (banked gold + crystal + plutonium) ÷ 3
- ResearchScore = total research investment × 0.7
- KillScore = destroyed enemy value × 1
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; steal chance scales with target roids (2%–15%); Roidracers die on successful steal. Mining follows Bitcoin-style difficulty — cheap early, forces stealing late game.
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.