FEATURE DEEP-DIVE

Star Scramble

The Legion-vs-Legion war (internally galaxy_war / star_craft): a 40-second auto-battle engine, a Fuel siege system, 14 defensive gadgets and a 5-round season — every rule decoded, then turned into a strategy guide.

The format

Star Scramble pits two Legions (guilds) against each other through five phases: Registration → Matching → Preparation → Battle → Break. A Legion needs 5+ active members to register (leader/vice-leader only, auto-register available); opponents are auto-matched after registration closes, unmatched Legions get a bye. The roster locks at registration — late joiners sit out — and a registered Legion cannot disband mid-round.

40 s
kill window per battle — timeout = defender wins
8
attack attempts per player, restored daily
100
Fuel per defender — each point lost = −1% stats
5
rounds per season, with triple-stakes finale

The battle engine

Fights are fully auto-simulated — no piloting. The rules text spells out the engine exactly:


Fuel — the siege system

Defenders aren't beaten in one fight; they're besieged. Every defender starts the battle phase with 100 Fuel. Each incoming attack burns Fuel based on how strong the attacker is relative to the defender's maximum power:

Every point of Fuel lost cuts the defender's primary attributes by 1%. Kill a defender and they're out for 12 minutes (rebirth_interval 720), then revive with Fuel restored to 100; a just-attacked defender also gets a 60-second cooldown before the next hit can land. Attackers spend from a budget of 8 attempts, fully restored every 24 h.

The design intent is legible in the numbers: a lone whale can't be killed by one weaker player, but five attacks from a coordinated squad strip 15–30% of their stats first — Star Scramble converts raw power differences into an attrition-coordination game.

The 14 defensive items

Defense formations carry random defensive gadgets (weighted assignment in the config). Some are permanent stat mods; the nastiest are one-shot tricks that expire after triggering — which turns their destruction into a resource the attacking Legion can burn deliberately. Destroying an item also pays the attacker a +10% point bonus (score_param 0.1).


Points, matchmaking & season rewards

Points flow from three sources, per the battle-report strings: % HP damage dealt, a bonus for destroying a defensive item, and a bonus for the kill. Points decide the Legion's round result and your personal ranking mail — but per the reward rules, member rewards depend only on win/draw/loss… with one exception: players with 0 points get nothing.

Matchmaking weighs a Legion by its top-20 members' power — but not equally: the #1 player counts double (weight 1,000 vs 500 for ranks 10–20, with 800/700/600/550 in between).

A season is 5 rounds, and the config prices each result per round — in Star Scramble Coins, bonus Stars, and round-3 pilot-shard extras:

Per-battle you also pocket 2,000 Stars (battleend_reward), and the config carries point→coin coefficients (0.15 / 0.1125 / 0.075 for win/draw/loss, dropping to 0.05 / 0.035 / 0.02 in round 4) — the exact server formula isn't in the game, but the shape says: points convert to coins, at a rate set by round and result.

The Coin shop — home of the mode-exclusive Pilots

Star Scramble Coins buy from a dedicated shop, and it holds a notable scoop: the four Pilots that appear in no recruit bannerHephaestus, Skuld (SR) and Jason, Epona (R), whose skills all buff Star Scramble itself — are sold only here, 5 shards at a time. That's the loop closed: a mode-exclusive currency buys mode-exclusive Pilots that make you better at earning the currency.

Worked cost: an SR shard pack costs 1,500 coins (limit 4 per shop cycle) and the SR Pilots unlock at 40 shards — 12,000 coins (8 packs, at least 2 cycles) for Hephaestus or Skuld. The R pair unlock at 30 shards — 4,500 coins. A winning season (5,000 + 5,000 + 5,000 + 5,000 + 15,000) mints ~35,000 coins before point conversion — one full SR Pilot plus change.

How to win — a strategy built from the numbers

1 · Win the matchmaking before the war starts

Legion match weight = top-20 power with rank #1 counted at double weight. Two Legions with identical total power do not get equal matches: the one carried by a single whale looks stronger to the matcher than the one with balanced power. The optimal roster shape for easy matches is flat power distribution — spread investment across your top 20 rather than stacking one account. Conversely, if you want practice against stronger Legions, one whale drags the whole Legion up a bracket.

2 · Build the defense formation to run out the clock

The engine is defender-biased: the attacker must kill in 40 seconds or lose, ties don't exist for the attacker, and the defender's separate formation means your defense costs your offense nothing. So defense formations should maximize time-to-die, not damage: HP, dodge (Vector Engine's +20% stacks onto the 85% base hit economy), crit resistance, and survival gadgets. A defender who survives 40 seconds beats an attacker they could never out-damage.

3 · Sequence the siege — chip, strip, then kill

Fuel drain per attack is 6/5/4/3 depending on the attacker having ≥70/50/30/10% of the defender's max power — even your weakest member drains Fuel. Against a priority target the config-optimal sequence is:

Time kills for the end of the battle phase: Fuel resets to 100 on revival, so an early kill hands the enemy a fresh defender; a late kill doesn't.

4 · Build attackers for a skill-less fight

Because signature skills, ultimates and revival are all disabled, Star Scramble strips fighters down to bullets and stat sheets — which flips the usual fighter rankings:

5 · Spend attempts like currency

Eight attempts per member per day is the real resource: a 5-member Legion has 40 attacks/day, a 20-member one has 160. Never end a phase with unspent attempts, and remember every member must score ≥1 point (one attack — even a failed one deals % damage) or they forfeit the round's rewards entirely. The 60-second post-attack cooldown and the "opponent is reviving" lock mean rallies should be staggered, not simultaneous — use the built-in rally share ("I have located [target], let's attack together!") to queue, not to pile on.

6 · Play the season, not the round

The reward table is heavily back-loaded: round 5 pays triple coins (15,000 for a win) and round 3 adds pilot-shard chests, while round 4's point→coin coefficient quietly drops to a third. If effort must be rationed — buff foods, formation rebuilds, coordination pings — spend it on rounds 3 and 5. And since draw (11,000) beats loss (7,000) by a wide margin in the finale, a Legion that can't win the final should play for the tie: everyone on max-survival defense formations, attempts spent on chip damage for the 0-point insurance.

7 · Close the loop with the mode's own Pilots

Coins should go to the exclusive Pilots first — their skills compound your future seasons: Jason (+damage vs players per kills), Epona (damage reduction per attacks), Hephaestus (+damage vs players per coins spent — buying him makes him stronger), Skuld (damage reduction per coins gained). The R pair costs 4,500 coins each — affordable in one season — and directly buffs the exact PvP battles this mode is made of.

Confidence note: the battle engine, Fuel system, item effects, attempt economy, shop prices and reward values are verbatim config/rulebook facts. The matchmaking interpretation (weighted top-20), the point→coin coefficients' exact application, and item-assignment randomness are config-supported inferences — marked as such because the server owns the final formula.
← Titan Popup Offers →