Outer Directive is in active development

Combat Basics

Combat in Outer Directive is deterministic, not random. Hits land based on tracking, range, and signature radius. Understanding the formula lets you control the outcome before the first shot fires.

The Hit Formula

Every weapon calculates hit chance based on three factors:

Hit Chance = Tracking / (Angular Velocity * (Target Signature / Weapon Resolution))
  • Tracking: How fast your weapon can rotate to follow a moving target. Large weapons have low tracking; small weapons have high tracking.
  • Angular Velocity: How fast the target moves across your field of view. Close, fast-moving targets have high angular velocity. Distant targets have low angular velocity regardless of speed.
  • Signature Radius: How easy the target is to lock onto. Small ships have small signatures. Large ships have large signatures. Using an afterburner increases your signature.

The practical result: large weapons are devastating against large, slow targets but struggle to hit small, fast ones. Small weapons track well but lack the damage to break through heavy defenses. This creates the rock-paper-scissors dynamic at the core of fleet composition.

Damage Types

There are four damage types, each with different effectiveness against shields and armor:

Kinetic

Strong against armor, weak against shields. Projectile turrets and railguns.

Thermal

Balanced effectiveness. Pulse lasers and beam weapons. The all-rounder.

Electromagnetic

Strong against shields, weak against armor. Energy weapons and EMP warheads.

Explosive

Highest raw damage but easily resisted. Missiles and torpedoes.

Choosing the right damage type for your target is critical. A fleet fitted with EM weapons melts shield-tanked ships but struggles against armor-heavy targets. Mixed damage fleets sacrifice peak effectiveness for versatility.

Engagement Orders

Ships follow engagement orders that determine their behavior in combat. You set these before the fight begins. Changing orders mid-combat takes time and can leave your ship vulnerable during the transition.

  • Orbit: Maintain a set distance from the target. Good for turret ships that want consistent tracking.
  • Keep at Range: Stay at maximum weapon range. Kiting tactic for long-range ships.
  • Approach: Close distance as fast as possible. Used by tackle frigates and brawler ships.
  • Align Out: Point toward a jump lane exit while fighting. Ready to flee if the engagement turns bad.

Fleet Composition

A well-composed fleet covers three roles:

DPS (Damage)

The core damage dealers. Cruisers and battlecruisers with matched weapon systems. Focused fire on called targets breaks through enemy logistics.

Tackle

Fast frigates with warp scramblers and webifiers. Their job is to prevent enemy ships from escaping. Without tackle, the enemy fleet simply disengages when losing.

Logistics

Ships fitted with remote repair modules. They keep your DPS alive under fire. A fleet with logistics can sustain engagements; a fleet without logistics wins or dies in the first exchange.

A basic fleet might be: 5 DPS cruisers, 3 tackle frigates, and 2 logistics cruisers. The ratio shifts based on the engagement. Defending a fixed position needs less tackle; raiding needs more.

Related Guides

Ready to build your empire?

Outer Directive is in active development. Join the community to get early access, share feedback, and shape the galaxy.