ROIDRACER FIELD MANUAL

Operational doctrine for commanders, raiders, and developers

Return to Command

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
  1. Create an account with username, planet name, email, and password.
  2. Log in and review the Dashboard tick box for server timing.
  3. Build early light ships to secure map pressure and scouting.
  4. 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
ScoutLight200/100/5010210noneIntel-only unitOpenSend cheap scout probes constantly.
MosquitoLight250/150/01638smallFast rebuild swarm fillerOpenUse in bulk to absorb losses and pressure weak fronts.
WaspLight350/250/302877smallBalanced light brawlerOpenMix with Mosquitos for cleaner early trades.
VenomLight450/350/021059small_midRaider swarm profileOpenUse as fast pick unit to shred fragile screens.
DragoonMedium2000/1500/200540305small_mediumAnti-swarm medium anchorAdvanced Weapons Lv.2Core anti-light answer; scale with fleet lines.
RaptorMedium2200/1800/250535354medium_largeBalanced pursuit hullAdvanced Weapons Lv.2Use to bridge medium into capital transitions.
PhantomMedium1800/2000/300625454allDefensive medium tankAdvanced Weapons Lv.2Great attrition ship when defending multi-wave attacks.
SentinelSpecialist3000/2000/1000820603all2x defense while stationaryAdvanced Weapons Lv.4Park at homeworld to punish incoming raids.
ClaymoreSpecialist4200/4200/15001080403largeCapital hunterAdvanced Weapons Lv.4Primary answer to Thor/Zeus fleets.
HydraSpecialist6000/7000/30001460802medium_largeDefensive siege profileAdvanced Weapons Lv.4Heavy staying power in extended defensive fights.
ThorCapital22000/18000/8000251401202allHigh-impact titanAdvanced Weapons Lv.7Commit only with escort; rebuild time is long.
ZeusCapital27000/24000/10000301701401allTop-end flagshipAdvanced Weapons Lv.7Use as finisher after Claymore threats are softened.
RoidracerEconomy800/400/503056noneChance to steal 1 roid/tick; dies on successOpenSend 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

  1. Each fleet applies attack according to target priority.
  2. Defense modifiers are applied (including tech and Sentinel stationary bonus).
  3. Kills are resolved immediately; destroyed ships no longer fire later in the same tick cycle.
  4. 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
Mosquito1.00.50.600000001.0
Wasp1.51.01.000000001.5
Venom1.20.81.00.30.20.300001.5
Dragoon4.03.53.01.00.80.90.20001.5
Phantom2.02.02.00.80.50.70.30.10.10.21.0
Raptor2.52.02.01.00.71.00.50.30.20.41.2
Claymore0.50.50.50.30.20.30.50.80.70.60.5
Thor3.02.52.51.51.21.30.30.50.40.52.0
Zeus4.03.53.02.01.51.80.20.60.50.62.5
Hydra1.51.51.51.00.81.00.40.30.20.51.0
Sentinel1.51.21.10.60.70.60.20.20.20.31.0

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)
    Formula: 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
1Efficient MiningMining300/300/1002Income growth
2Deep Core DrillingMining500/500/2003Plutonium scaling
3Roid MagnetismMining700/700/4004Raid economy pressure
4Advanced WeaponsMilitary800/900/5004Ship attack boost + class unlock gates
5Reinforced HullsMilitary900/800/5004Ship durability
6Warp DriveMilitary1000/1000/9005Travel speed advantage
7Fleet CoordinationMilitary1100/1200/10005Fleet throughput and command tempo
8Long Range ScannersIntelligence500/700/3003Improved scout intel
9Stealth TechnologyIntelligence700/900/5004Concealment from enemy scouts
10Early WarningIntelligence600/800/4004Earlier incoming fleet awareness
11Shipyard EfficiencyEconomy400/300/2003Lower build ticks (minimum 1)
12Resource CompressionEconomy700/700/5004Storage and economy stability
13Trade RoutesEconomy800/500/4004Passive economy bonus
14Asteroid ProspectingMining1000/1000/5004Unlocks roid mining; reduces mining time per level

Cost Multipliers by Level

LevelMultiplier
11.000
21.800
33.240
45.832
510.498
618.896
734.012
861.222
9110.200
10198.359

Developments (4)

Development Requirement Cost (G/C/P) Build Ticks Role
Planetary ShieldReinforced Hulls Lv.34000/4500/25008Defensive soak layer
Orbital CannonAdvanced Weapons Lv.57000/6000/350010Planet defense pressure
Cloak GeneratorStealth Technology Lv.55000/7000/400010Intel denial
Hyperspace BeaconWarp Drive Lv.76500/6500/420012Rapid reinforcement posture

Research Priority Guide

  1. Open with Efficient Mining and Shipyard Efficiency for tempo.
  2. Rush Advanced Weapons 2 to unlock medium warships.
  3. Move to Advanced Weapons 4 before committing specialist lines.
  4. 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 RoidsMultiplierCost (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

  1. Update ship/research constants first.
  2. Enforce new gates in API endpoints before exposing UI toggles.
  3. Reflect new values in manual and frontend labels.
  4. 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.