Ship Damage
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(Redirected from Weapon Damage)
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
- Alien Hulls They are slower to repair. They can repair hull damage at a maximum rate of 5% per turn.
- 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.
- 1% system and/or shield and/or hull (Fed 50%) make your ship open to boarding. Non-Feds must have shields.
- 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)
- 70% ship gets an evasive bonus of -100 and attack bonus of 0.
- 80% stop Mine Sweeper Array (Host 213)
- 80% stop Global Warmer (Host 213g)
- 80% stop Global Icer (Host 213g)
- 80% stop Crystal Inferno Device (Host 213g)
- 81% stop Mine Dropper (Host 213b)
- 90% stop Federation Scotty Bonus.
- 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)
- 1% system and/or shield and/or hull (Fed 50%) make your ship open to boarding. Non-Feds must have shields.
- 10% stop World Crusher Missile from firing
- 10% stop Crystal X Field from affecting Ground Base Chunneler
- 10% stop Gravity Well Generator
- 10% stop Gravity Rift Generator
- 10% stop Eye of Madagon
- 20% stop Contraband Lockdown
- 20% stop Q Tanker from gaining its personal reduced sensor profile
- 20% stop Cloak from preventing someone from using Fuel Robber, Cargo Grappler, and Money Tap on your ship
- 20% stop Spindizzy
- 25% stop Tachyon Emitter
- 25% stop Cloaking Field / Q Tanker Robot ship masking
- 25% stop Cloak from lowering sensor profile
- 30% stop Transport Inhibitor
- 40% stop scanners 70% of the time
- 50% stop a ship from initiating or receiving a base chunnel
- 50% stop a ship from initiating or receiving a warp chunnel
- 50% stop Boarding Laser
- 50% stop Virgo Light Speed
- 51% stop warp drive
- 51% result in a score of 0 in a tow contest
- 51% stop Mine Sweeper Array (Host 213)
- 51% stop Mine Dropper (Host 213b)
- 60% stop firing point defense
- 60% stop Global Warmer (Host 213g)
- 60% stop Global Icer (Host 213g)
- 60% stop Crystal Inferno Device (Host 213g)
- 70% stop firing large weapons
- 70% will be unable to move into flee position from combat
- 70% Incarceration Beam works on your ship
- 80%, ship gets an evasive bonus of -100 and attack bonus of 0
- After combat, 80% will stop ship from moving using warp. Intercept and escort will not work.
- 90% stop Federation Scotty Bonus
- 90% stop Hyperdrive
- 90% shield generators won't provide a shield in combat
- 91% stop ship to ship transfers
- 99% stop firing super and small weapons
- 99% will stop charging weapons in combat
- 100% stop all weapons and shield
- 100% scan range is reduced to 0.
- 100% stop enemies from firing upon you if they have "Do Not Fire At Disabled" turned on
- 100% will make the ship useless for preventing a blockade.
[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
