General Feature Request: Heat Vent Damage Multiplier

Friends and I were discussing the fact that it might be interesting to have a damage multiplier for striking heat vents, more specifically the cores or pipes in the vents. Thoughts?
 
some ships like the anaconda has its power gen under one of the heat vents so if you are aiming for it you'd probably do some dmg to the core or distro, but it'd be nice if taking out the core actually effect NPCs
 

Craith

Volunteer Moderator
some ships like the anaconda has its power gen under one of the heat vents so if you are aiming for it you'd probably do some dmg to the core or distro, but it'd be nice if taking out the core actually effect NPCs
It does affect them, but they have their power priorities set up right, and have spare energy due to not being totally overengineered. You will find out that they stop regenerating their shields for example if the powerplant is shot.
I'm not sure I like the idea of a damage multiplier, but I like the idea of having heat vents being targetable, and damage to them affecting your ability to cool your ship.
I second this - damage multiplier makes no real sense for me, but reducing heat dissipation ability would definitely fit. Kinetic damage could damage the component, while thermal heats up the ship
 
It does affect them, but they have their power priorities set up right, and have spare energy due to not being totally overengineered. You will find out that they stop regenerating their shields for example if the powerplant is shot.

not to be difficult, but don't player ships explode when the power generator integrity reaches 0%? Because when I've knocked down an npc's power gen to 0% they keep on fighting and i was fully expecting thrusters and weapons to cut out.
 

Craith

Volunteer Moderator
No, when your power plant reaches 0%, its output drops to 40% and then stabilises at 50% a bit later. Any further damage your powerplant takes can lead to a spontaneous explosion - higher damage like rails have a higher chance for that.

You usually can (and should) set your power priorities in a way that you are still able to escape at 40% power (thrusters, FSD plus sensors; defensive measures like point defense, chaff and heatsinks if possible, anything else like life support is a bonus). Depending on your setup you might even be able to power some weapons.

NPCs use a similar approach, but since they have more power, are fast at disabling/enabling modules, and it can be hard to tell if they fire all their guns or only half, the easiest way to see is them not recharging shields.
 
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