Corebound

Battles in rows

2026-10-29 · Planning · Battle

Fleet Commander has no home base: your fleet is your realm. That makes battles the heart of the game, so they are the first thing we build, before the galaxy map and before the server. The question for this first prototype is simple: is a battle fun to plan and fun to watch?

The idea

Battles fight themselves. You decide before the first shot:

Why rows

We considered free movement, ships flying around the screen. On a phone it is hard to read, and it makes every decision fuzzy. Rows make positioning a real choice:

What it means for strategy

Five classes counter each other like rock, paper, scissors: fighters hunt bombers, bombers crack capital ships, capital ships crush fighters. A counter deals one and a half times the damage. The interesting question is never "who is stronger?" but "who is in front of whom?".

And because the defender wins when time runs out, an attacker has to bring enough force to finish the job. Stalling never pays.

Next

The battle prototype with three ship classes, then simulations: thousands of fights per pairing, so that the numbers in the guide are tested rather than guessed.