1. About the Game

Destruction Sector is an arcade/strategy science fiction tank game for Java 17+. Up to sixteen players — human, AI, or any mix — battle in a top-down 3D arena using triangular tanks, competing across multiple rounds to accumulate the highest score.

Between every 3 rounds, players visit the shop to spend their earned credits on weapons, tank upgrades, and special items. Choosing what to buy, when to buy it, and how to use it effectively is just as important as combat skill. The best players balance aggression with economy — mastering cheap weapons, avoiding misses, and timing expensive purchases to maximise their return.

Two game modes are available: Hostile, where every player fights for themselves, and Teams, where two sides compete to destroy each other's jewel.

Six robot personalities are available as opponents, each with distinct combat styles and shopping strategies, ranging from the hesitant R1 Prototype to the aggressive R6 Destroyer.

This manual covers the game's features in detail, including controls, scoring, the shopping system, and weapon descriptions. Most of the game is intuitive, but some mechanics reward a closer read.

2. Main Option Screen

The main option screen has a nice sci-fi background which allows the following to be configured:

  • the human and robot players.
  • the number of rounds
  • the play mode

There are many ways to play by combining multiple human players and robots. If you are playing with more than one person and everyone feels too squashed using the same keyboard then you may want to plug in external USB keyboards or game pads for each additional player.

Hostile Mode

In HOSTILE mode, everyone is the enemy of everyone else. Points and shopping credits are awarded in proportion to the damage done, with a score of 100 being the maximum damage that can be made to a single tank (without players recharging their shields). Six shopping credits are awarded for each unit of damage done.

Teams Mode

In TEAMS mode players are grouped into two teams and each team must try to destroy the jewel protected by the opposite team. Personal scores and credits are earned in the same way as HOSTILE mode however the team's score is purely associated with the total damage made to the enemy's jewel. See the section SCORING below for more details.

3. Setup Page

The setup page can be reached by clicking the 'SETUP' button from the main option screen. It is organised into four tabs.

General

This page allows you to customize various game settings to enhance your gameplay experience.

Setting Options
Default camera modeD-Sector standard display, Cyclic panning, Player 1–6 perspective, Cinematic camera
Render magnetic gridYes / No
Sound effectsNo sound effects, Simplified sound, Extended sound
MusicMusic off / Music on
Starting creditsDefault, Fun (2×), OVERPOWERED!
Show tank namesYes / No
Show gauge numbersYes / No

Starting credit options:

  • Default: Balanced for a typical gameplay experience, providing a fair challenge.
  • Fun: Begin the game with double the amount of credits over the Default option.
  • OVERPOWERED!: Provides a significant boost to starting credits for maximum destruction.

Most of the options, except for the keyboard controls, can also be changed in the middle of play by right-clicking on the playfield, allowing on-the-fly adjustments without having to exit the current session.

Display

Setting Options
Bloom effectEnabled / Disabled
Detail levelHigh, Medium, Low
MSAA samplesOff, 2×, 4×, 8×
Max FPSUnlimited, 30, 60, 120
Fullscreen modeBorderless fullscreen, Exclusive fullscreen, Windowed
Show FPSShow the Frames per Second being rendered.

MSAA and fullscreen changes take effect immediately.

Controls

If you do not like the default tank controls, you can redefine them for any of the players on this screen. Keyboard bindings for each of the four keyboard player slots can be remapped here. Each slot has six actions: move forwards, move backwards, turn left, turn right, fire weapon, and change weapon. Gamepad bindings cannot be changed.

Integration

Setting Options
Discord Rich PresenceEnabled / Disabled

Requires a restart to take effect.

4. Controls

This is the default game controls scheme used while playing the game:

Action Player 1 Player 2 Player 3 Player 4 Gamepad+
Move forwardUPWTID-Up
Move backwardDOWNSGKD-Down
Rotate leftLEFTAFJD-Left
Rotate rightRIGHTDHLD-Right
Fire weaponSpaceQRUA
Change weaponCEYOB

+Although the game pad bindings can't be changed, they are intuitive enough to use. Both analogue controls and digital controls have been set up as options for movement and control of the tank. For example, on an Xbox 360 controller, the left stick can rotate the tank, while the trigger buttons will accelerate and reverse the tank. The D-Pad directions will function as the appropriate movement commands. The A button is used to fire your weapon and B is used to change weapon.

If you want to end the round press ESC. This can be used when computer players become stuck after all human players are out. By pressing ESC, the remaining players receive a predicted score and credits bonus depending on the amount of weapon energy and shield energy each tank has. Living human players are assumed to be destroyed when ESC is pressed, so they get no bonus. Only use this option to quickly get to the shopping menu to save the game or when the robots are taking too long to finish the round.

5. Saving the Game

The game can be saved from the shopping screen. If you need to save the game suddenly while you are playing then you will need to press ESC to end the rounds until the next shopping screen appears.

Saving the game involves clicking the 'Save Game' button, entering a save game name in the text box, then clicking the 'Save' button.

6. Scoring System

Tank Points — Teams Mode and Hostile Mode

DAMAGING A TANK

  • 1 point for every unit of damage inflicted (up to 100 points)
  • 6 credits for every unit of damage inflicted (up to 600 credits)

A tank takes 100 units of damage to be destroyed, so 100 points can be earned for a complete kill. Hitting a tank with strong armour means that each hit does less damage, and consequently, fewer credits earned per hit. Therefore, it's more efficient to target tanks with weaker armour first to maximize your weapon energy.

In team mode, additional tank points are earned for firing at the enemy jewel. It's strategic to attack the jewel while it's slowing down, especially after all enemy tanks have been destroyed.

If a tank is close to being destroyed, it's more economical to finish it off with a less powerful and cheaper weapon.

Team Points — TEAMS MODE ONLY

DAMAGING A JEWEL

  • 1 point for every unit of damage inflicted (up to 200 points)
  • 6 credits for every unit of damage inflicted (up to 1200 credits)

A team earns 1 point for every unit of damage done to the enemy's jewel, up to 200 points. The jewel continually takes damage after all members of the team are out. No team points are earned for damaging or destroying enemy tanks, although tank points are still awarded for this.

The team leader is the player who has the highest tank score. Tank points are neither lost nor gained for firing at members of the same team.

7. Shopping Screen

Every three rounds, players can visit the shop to buy weapons and other items. Players earn six credits for every unit of damage inflicted, whether on tanks or jewels. This translates to a maximum of 600 credits for destroying a tank and 1200 credits for completely destroying a jewel.

Information about each item can be found by clicking the i button, allowing players to compare value for credits diligently. D-Sector will test your aptitude in economics and saving. The best players will make use of inexpensive weapons, carefully avoid missing, and purchase more expensive weapons only after acquiring tanks with higher weapon fuel ratings and weapon fuel upgrades.

When purchasing a weapon, it's important to consider both the damage/fuel ratio (which indicates how powerful the weapon is in battle) and the damage/cost ratio (which closely relates to the profit you can make using the weapon).

Membership to the shop can be purchased for 3,000 credits, granting members a 25% discount on all items for the rest of the game. Occasionally, there will be an announcement for special discounts on overstocked items, and a temporary price increase for items that are in low on stock.

Robots will shop as carefully as they can and may also purchase a shopping card. Robots will be exposed to the same special discounts announced to human players, and you can hear when the robots are upgrading their tanks.

8. Statistics Board

The statistics board is shown every 15 rounds and at the end of the game. The information is mostly self-explanatory. The 'damage/fire ratio' represents the firing efficiency, hence a low value is given to the players who use low-damage weapons or often miss the target. The tank specifications will show the exact effect that any purchased tank upgrades had.

9. Item Information

There are various types of items, including tanks, weapons, tools, and upgrades. While some special weapons may initially seem overpriced, each one serves a unique purpose in the game. Using them effectively may require a bit of creativity. The provided descriptions often contain valuable hints and ideas.

Tanks

Each tank has four attributes: Speed (forwards and backwards), rotational speed, armour and weapon fuel quality. The weapon fuel quality is very important because it affects the amount of damage that each weapon does. So, a tank with higher weapon fuel quality will not only win more rounds but also allow you to save credits more effectively.

Upgrades for weapon fuel quality, rotation, speed, and armour can be purchased at the same price as the tank (level II upgrades are twice the price of the tank). If you have bought upgrades for a tank and then buy a new tank, the upgrades are NOT carried across to the new tank. It is sometimes more appropriate to maintain a less expensive tank and purchase upgrades, and tank purchasing decisions depend very much on how many rounds are being played.

Standard Tank

This is the tank that all players begin with.

WF SH ROT SP Price
10 3 3 8 2,000

Rotra I

This 'Rotation Tank' was the first non-standard tank used for combat. It has a very compact size, much better rate of rotation and improved armour. The turn rate is even better than the most expensive OPEC 2 tank.

WF SH ROT SP Price
10 3.5 5 9 4,000

Rotra II

The improved version of the compact Rotra I was designed for even better maneuverability and supports a higher weapon fuel quality. The Rotra II allows a skillful controller to dodge missiles rather than relying on shield strength.

WF SH ROT SP Price
11 3.5 5 10 6,000

Opec I

The expensive Opec series were designed for faster velocity and significantly improved shielding. Note however that the Opec I is less compact than the Rotra I and Rotra II tanks and arguably less maneuverable. Most of what you are paying for is the higher fuel quality.

WF SH ROT SP Price
12 4 4 11 9,000

Opec II

A high price is required for the Opec II - slightly faster and more damaging than the original Opec although with the same armour and turning rate. An Opec II with level 1 and level 2 Fuel Upgrades can mean the beginning of the end for the other players.

WF SH ROT SP Price
13 4 4 12 12,000

Opec X

An experimental high performance tank design. All base stats are higher than the Opec II and is considered the next evolution to the Opec line of tanks.

WF SH ROT SP Price
14 4.2 5 13 18,000

Weapon Ports

Each tank is equipped with six weapon ports, each designated for a specific type of weapon. The first port is reserved for missile weapons, the second for lasers, and so on. Weapons are sold in units of 100, but their firing rates vary significantly — some, like Glow Shields, are used less frequently than others, such as Swirlers. This variation in firing rates should be considered when evaluating prices.

When purchasing new weapons, be cautious as they will replace any number of existing weapons in the same port without prior notice. To maximise efficiency, it's advisable to deplete the existing weapons in a port almost entirely before introducing new ones.

Port Type
Port 1Missile Fire
Port 2Laser Fire
Port 3Alternative Fire
Port 4Advanced Weaponry
Port 5Aggressive Defense
Port 6Defense

Weapon Descriptions

Port 1 (Missile Fire)

Single Missile

This is the weapon that all tanks start with. It is sometimes bought as a low-priced backup weapon, and its ability is often underestimated, considering the negligible price

Name Abbreviation Damage Energy Used Price
Single Missile SM 4 4 2
Double Missile

Improve the power of the standard missile without using any more energy. The low price makes this a good weapon for saving credits.

Name Abbreviation Damage Energy Used Price
Double Missile DM 6 4 200
Triple Missiles

The Triple Missile is the next step after the Double Missile. Due to its slow speed and high damage, this weapon is best used for close range combat.

Name Abbreviation Damage Energy Used Price
Triple Missiles TM 9 4 1,200
Tri Breaker

A great starting weapon due to very high damage per unit cost. On second firing the missile splits up into three, each able to do 8 units of damage. Like all breaking weapons (Breakers, Blasters and Bombs) a direct hit will only do half of the maximum damage.

Name Abbreviation Damage Energy Used Price
Tri Breaker TB 24 12 300
Quint Breaker

These work the same way as the Tri Breakers, except releasing five missiles instead of three, each doing eight units of damage - good value for credits.

Name Abbreviation Damage Energy Used Price
Quint Breaker QB 40 12 1,500
Octo Breaker

The Octo Breaker is the next level up from the Quint Breaker. It will only take a few good hits to destroy any tank. Because of the high price, the players must be careful not to miss their target in order for there to be a pay-off for those wishing to save credits.

Name Abbreviation Damage Energy Used Price
Octo Breaker OB 64 12 8,500
Guided Missile

This missile will turn towards the closest tank that is moving. It only requires approximate aiming to hit the target although the missile can be avoided at times by momentarily staying completely still. Since it has a poor damage / energy ratio, guided missiles are mostly valuable to the lesser skilled players

Name Abbreviation Damage Energy Used Price
Guided Missile GU 6 6 400

Port 2 (Laser Fire)

Beam Laser

Like all the low-priced weapons, it is a good idea to get used to using the Beam Laser. Although the expensive weapons may do more damage, you are not necessarily making more credits for every unit of damage done → Master the low-priced weapons.

Name Abbreviation Damage Energy Used Price
Beam Laser BL 6 6 300
Power Laser

Power Lasers fire two Beam Lasers while using up the energy of only one. It can be used for aiming at a specific enemy rather than whomever is closest.

Name Abbreviation Damage Energy Used Price
Power Laser PL 12 6 1,650
Tri Striker

The Tri Striker are three Beam Lasers in one - very energy efficient but requiring great aiming skills when used in long range firing. With the relatively high price you cannot afford to miss very often if you want a return on your investment.

Name Abbreviation Damage Energy Used Price
Tri Striker BL 18 6 3,350

Port 3 (Alternative Fire)

Rear Double

Two missiles are fired parallel out from the rear of the tank. The weapon makes a good surprise attack, and has a strangely low price considering the damage it does.

Name Abbreviation Damage Energy Used Price
Rear Double RD 8 5 250
Rear Guided

The Rear Guided releases two guided missiles from the rear, each doing four units of damage. Very good for attacking while being chased

Name Abbreviation Damage Energy Used Price
Rear Guided RG 8 5 650
Rear Triple

The Rear Triple is the improved version of the Rear Double, doing nearly twice the damage for the same energy use. It can be a good alternative to the Tri Striker.

Name Abbreviation Damage Energy Used Price
Rear Triple RT 15 5 2,400

Port 4 (Advanced Weaponry)

Blaster

Blasters use a 'double fire' system, where the first shot launches the warhead and the second shot breaks the warhead into a group of missiles. The warheads deal half of their maximum damage when they hit a tank or jewel directly. Unlike the Breaker family of weapons, Blasters split in all directions, making it challenging to achieve maximum damage.

Name Abbreviation Damage Energy Used Price
Blaster BL 120 30 2,500
Guided Blaster

The Blaster with a guided warhead is ideal for desperate situations where there's no time for careful aiming, or for those who struggle with accuracy.

Name Abbreviation Damage Energy Used Price
Guided Blaster GB 120 30 3,200
Blast Guider

The Blast Guider has the opposite effect of the Guide Blaster. It is a standard warhead that disperses into a cluster of highly effective guided missiles. In open areas or with strategic deployment, it can achieve maximum damage, making it a highly cost-effective weapon.

Name Abbreviation Damage Energy Used Price
Blast Guider BG 60 30 3,200
Blast Swirler

On second firing, the warhead will split into eight Swirlers, each doing ten units of damage. As with all other double fire weapons a direct hit will only yield half damage. The debris from Blast Swirler will swirl around for a long time and, with careful use, near maximum damage can often be obtained.

Name Abbreviation Damage Energy Used Price
Blast Swirler BS 80 30 4,500
Nuke Blaster

This is the big version of the standard Blaster. It only takes two or three, and with a highly upgraded tank sometimes only one good hit to completely destroy a fully shielded tank. Since the weapon is not fired many times, it ends up being very good value, but must be aimed carefully.

Name Abbreviation Damage Energy Used Price
Nuke Blaster NB 280 30 20,000
Spark Fiends

You will not save many credits with this weapon, but it can be used to quickly kill off unshielded rivals in open areas before they can even score their first point. By staying completely still the Spark Fiends will ignore you.

Name Abbreviation Damage Energy Used Price
Spark Fiends SF 24 5 7,500
Swarm Missile

The Swarm Missile is designed for critical moments when precision is paramount. The second shot will break it up into 16 guided missiles, each homing in on targets to ensure maximum impact even in chaotic battle scenarios. Each missile will inflict the same amount of damage as a Standard Missile. It is ideal in situations where hitting multiple targets is essential as the small missiles will go for the closest target when launched.

Name Abbreviation Damage Energy Used Price
Swarm Missile SM 50 18 3,200

Port 5 (Aggressive Defense)

Swirler

A missile is released which swirls around the tank with the swirling radius gradually expanding. Swirlers are usually fired in large numbers to get rid of touching or chasing tanks. Robots often avoid firing through Swirlers so they can also be used to form a protective wall.

Name Abbreviation Damage Energy Used Price
Swirler SW 4 3 250
Electro Buds

Seven slow moving missiles are released, each with a guiding system. When fired in large numbers they can act as a 'deadly mist'.

Name Abbreviation Damage Energy Used Price
Electro Buds EB 7 3 900
Bomb

Bombs are used by firing once to release the bomb and firing a second time to detonate it. You can release the bomb and then change weapons without detonating the bomb and then change your weapon back to the bomb to detonate it. Like Breakers and Blasters, Bombs will do half of their maximum damage if a tank comes into direct contact with the warhead. Sometimes they can be dropped in a place where the enemy is forced to move over or used to manipulate the movement of robots.

Name Abbreviation Damage Energy Used Price
Bomb BO 100 20 1,000
Death Bomb

These bombs will usually destroy anything that moves over them during detonation and a close range explosion will do enormous damage. This weapon provides a super return on investment if used carefully.

Name Abbreviation Damage Energy Used Price
Death Bomb DB 300 20 8,000

Port 6 (Defense)

Force Field

Force Fields provide protection from missiles and reduce damage taken by laser fire for a few seconds. This makes them perfect for securing passage around walls, or attacking safely. However, they are less effective for prolonged attacks since weapon energy does not fully recover while the shield is active. To prevent robots from using the Force Field, allow them to fire at you and dodge their attacks until their weapon energy is depleted.

Name Abbreviation Damage Energy Used Price
Force Field FF 0 15 2,000
Glow Shield

Glow Shields provide complete protection for a few seconds, making them perfect for escaping close-quarters combat, securing passage around walls, or attacking safely. However, they are less effective for prolonged attacks since weapon energy does not fully recover while the shield is active. To prevent robots from using the Glow Shield, allow them to fire at you and dodge their attacks until their weapon energy is depleted.

Name Abbreviation Damage Energy Used Price
Glow Shield GS 0 15 2,500
ECM Hacker

The Hacker destroys missile within a few tank lengths from your own tank. Highly experienced players will even have some success using Hackers against laser fire.

Name Abbreviation Damage Energy Used Price
ECM Hacker EH 0 3 200
ECM Wiper

The Wiper destroys every missile in the zone. It can be used to aid a friend in teams mode or waste the weapon energy and reduce the savings of your enemies.

Name Abbreviation Damage Energy Used Price
ECM Wiper EW 0 3 400
Teleport Self

This device is useful for escaping from desperate situations or for freeing yourself when stuck. It uses very little energy when its fantastic power is considered. It can also be useful in Teams mode.

Name Abbreviation Damage Energy Used Price
Teleport Self TS 0 4 2,000
Teleport Foe

This forces the nearest tank to be teleported to a random location. It is useful for escaping a closing tank, or for separating two tanks in close combat which are wasting your 'potential points'.

Name Abbreviation Damage Energy Used Price
Teleport Foe TF 0 4 2,000
Heal

The Healers convert weapon energy to shield energy. This Healer is only used when the player has excess weapon energy but is critically down on shields.

Name Abbreviation Damage Energy Used Price
Heal HE Adds 10 Shield to self 10 2,000
Death Touch

This weapon inflicts instant damage to any target within a small radius around the tank. It's a cost-effective backup weapon that can destroy tanks in just a few hits. Most effective when used to corner an enemy against a wall and/or an ally, preventing their escape and limiting their ability to manoeuvre away.

Name Abbreviation Damage Energy Used Price
Death Touch DT 16 7 350

Tools

You can buy tank upgrades involving weapon fuel quality, speed, rate of rotation and armour. When a new tank is purchased the previous upgrades are lost. Level I upgrades are the same price as the tank being upgraded and Level II upgrades are available at twice the tank price. The Fuel Upgrade is highly desirable because it increases the damage that all weapons do without increasing their cost or energy use, allowing you to save credits more effectively.

Tank Upgrades

Type Level I Price Level II Price Description
Fuel Upgrade cost of tank 2 × cost of tank Increases the damage that all weapons do without increasing their cost or energy use. This allows you to save credits more effectively. Level I upgrades cost the same as the tank being upgraded; Level II upgrades cost twice that.
Metal Upgrade cost of tank 2 × cost of tank Increases tank armour/shield. Level I upgrades cost the same as the tank being upgraded; Level II upgrades cost twice that.
Speed Upgrade cost of tank 2 × cost of tank Increases tank speed. Level I upgrades cost the same as the tank being upgraded; Level II upgrades cost twice that.
Turn Upgrade cost of tank 2 × cost of tank Increases tank rotation rate. Level I upgrades cost the same as the tank being upgraded; Level II upgrades cost twice that.

Special Items

Item Price Description
Shopping Card 3,000 The common shoppers can buy a D-Zone discount membership and receive all items for only 75% the original price - a definite requirement for the long round games.
Score Bribe 5,000 This is normally used to convert your residual money into points just before the end of the game.
Larger Death 8,000 This allows the tank's explosion to do twenty times more damage than usual. Enormous damage can be done by positioning the tank side-by-side with the enemy, forming a rectangle before being destroyed.
Fast Recharge 7,000 Increases the weapon recharge rate by 25%. If you have many rounds left, save up for this.
Auto Healer 6,000 The Auto Healer enables your shields to regenerate automatically over time. Unlike weapon energy, shield regeneration depends on energy received from nearby tanks. Hiding far from enemies yields minimal regeneration, while staying close to them, whether navigating or in combat, provides a slight advantage.

10. Robots

This section outlines the personalities assigned to Robot Tanks, defining how each type behaves during combat. These personalities determine aggression levels, positioning, target selection, and tactical decisions. As a result, each tank type presents a unique challenge, encouraging players to adapt their strategies accordingly.

R1 Prototype

These tanks are very slow thinkers and also rather nervous, so they only dare attack the tank with the lowest score. Don't be too hard on them.

R2 Prototype

Improved version of the R1 Prototype. These tanks will just attack the tank with the lowest score.

R3 Seeker

This type of robot avoids the long range fighting style and saves all of its weapon energy for quick kills at short range. They always aim for the closest tank, and they may use ECM Hackers.

R4 Hunter

Only the leaders of the game should be concerned with the Hunters. Hunters like to use lasers and will ignore players that they think are inferior. When they use their Glow Shields it is better to manipulate them into wasting their weapon energy so that their shields cannot be activated, rather than using shields yourself.

R5 Defender

Defenders prefer to use laser fire and keep their distance from other players, and they attempt to be efficient with their firing and save effectively.

R6 Destroyer

The Destroyers will use shields and viciously attack the closest tank in range at all times. Because these robots, like the Defenders, are fairly efficient with their firing, they tend to have a lot of credits left over at the end of a long game, which they spend on Score Bribes. So, remember to compare your credits as well as your score towards the end of the game.