Ship Damage

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Contents

[edit] Overview

A ship can take damage to different parts like its engines or its shield generator. Repair Units are needed to repair the damage.

[edit] Vulnerability to Damage

Each hull as several stats that describe the vulnerability of parts in a space combat.

[edit] Effects of Damage

The effect of damage on a certain part of a ship:

[edit] Engine Damage

  • Ships with no engines can't take engine damage
  • Warp speed is calculated by: (100 - Engine Damage) x Max Hull Speed / 100
  • Reduce tow rating in a tow contest
  • Hull and Engine damage of a destroyed ship will determine the chances of a docked object (wing or pod) from going down with the ship.
  • When % engine damage > engine or generator hardness then it stops producing energy for weapons in combat
  • 20% stop Contraband Lockdown
  • Virgo Class Light Speed stop working if the ship has 20% engine damage and 5% hull damage.
  • 20% stop Q Tanker from gaining its personal reduced sensor profile
  • 26% stop any tow attempt (Host 213)
  • 50%, ship gets an evasive bonus of -100 and attack bonus of 0
  • 60% engine damage will cause a ship to stop moving in combat
  • 90% will be unable to move into flee position from combat
  • 100% will stop ship from moving using warp drive, after a combat. (Ship will be able to use HYP)
  • 100%+ Crystal X Field attempt (50% chance) to capture an enemy ship within 50 LY that has 100%+ engine damage at the end of the turn

[edit] Hyper Drive Damage

  • 5% Stop ship from HYP

[edit] Hull Damage

  • 100% your ship is destroyed and cannot be repaired.
    • Host order: The destruction of the ship is after movement (but before ships repair themselves) Any ships with over 99% hull damage are turned into wreckage.

[edit] Control Damage (System Damage)

[edit] Life Support Damage

  • 100% personnel begin to die

[edit] Shield Generator Damage

  • Shields are recharged after each battle, however the shield generator itself can be damaged, too. Every % of shield generator damage provides you with a shield strength of that % of the maximum strength possible. Other bonuses are applied after.
  • xxx% decrease shield by xxx%
  • 1% system and/or shield and/or hull (Fed 50%) make your ship open to boarding. Non-Feds must have shields.

[edit] Weapon Damage

  • xxx% weapons with hardness < xxx stop working; exception: Stormers whose Large Weapons can be fired anyway.
  • Weapons will not be charged if Weapons Damage >= Weapon Hardness; exception: Stormers whose Large Weapons will be charged anyway.
A Heavy Laser with a Hardness of 40, will stop working when weapon damage is 40% or more.
A Large Tubo Laser Array will work until 450%.
  • 10% stop World Crusher Missile from firing
  • PD can intercept incoming fire even with Weapon Damage >= PS Hardness if there's enough energy available in the weapon (they will not be charged s.o.; Host 214)

[edit] When Can Ships Repair Themselves?

Ships repair with repair units AFTER movement and base jobs. So if they hit mines during movement, and have a fight, they will be fighting while damaged - they only get a chance to repair if they survive the entire 200 movement phases plus any fights and maybe hits by a Gun Zero or a Stellar Matter Launcher.

[edit] See Also

  • Repair rates A table that shows how fast each race can repair damage
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