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Balancing · Fleets

Fleet hull decay

Ships left orbiting on the map do not last forever. After a grace window they lose hull integrity until the ship is gone - unless you move them or park under a friendly maintenance factory.

Hull decay is an idle tax on parked map fleets, not a combat damage model. Hangar ships on your orbital docks are safe. In-transit fleets are not ticking the idle destroyer.

The fleet HUD shows hull integrity as Stable during grace, then counts down to loss while health drains. A nearby maintenance factory freezes that clock.

Figures below mirror the live idle-decay rules that remove ships when the timer is up.

Who decays

Only spaceships inside map fleets with orbiting status. When the last ship is lost, the fleet disappears. Components are not worn down piece by piece in this version - the whole ship is removed at the end of its idle lifetime.

Grace window
24 h
Max lifetime
720 h
Maintenance radius
5

Timeline

Idle time is measured from the fleet's last move timestamp (or creation if it never moved).

  1. 1. Grace

    For the first 24 hours after the idle clock starts, hull integrity stays full. The HUD reads Stable and shows when decay will begin.

  2. 2. Decline

    After grace, integrity falls linearly toward zero. You get a fleet event when decay starts so the mechanic is not silent.

  3. 3. Loss

    When a ship reaches its hours-to-destroy limit, it is removed. Heavier, higher-tier fits last longer, up to the lifetime ceiling.

How long until loss

Each ship gets a lifetime between 24 and 720 hours. Lifetime scales with ship mass versus a 126 t reference and with the average refined material tier of fitted build recipes (reference tier 1). Small, lower-tech hulls hit the floor sooner; large advanced fits stretch toward the ceiling.

Lifetime ≈ 24 h × (mass / 126 t) × (material tier / 1), then clamped between 24 and 720 hours. Tiny ships still get floored factors so they are not deleted instantly.

Maintenance factory pause

Park within 5 Chebyshev tiles of a planet that has your (or an alliance) maintenance factory installed in orbit. Decay pauses while you stay in range - it does not heal missing ships. Deploy the factory module from the launchpad once you have crafted it.

What resets the clock

Any of these refresh the idle clock and restart grace for the fleet's remaining ships:

  • Deploying the fleet from hangar to the map
  • Departing on a move order
  • Arriving at the destination tile

Where decay is headed

v1 is whole-ship idle loss plus factory pause. Deeper wear systems are planned without turning maintenance into a second full combat sim.

  • Ship maintenance modules

    Fittable modules that can hold decay anywhere while paying continuous frurozin or refined upkeep from the hold.

  • Partial component wear

    Soft failure of modules before the whole hull is lost - similar to planet scanners that burn out after limited uses.

Fuel pays the move

Decay punishes parking without coverage. Fuel decides whether you can keep fleets rotating across the map instead.

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