Apply integrity to environmental damage

Today, everyone's favourite and charming blue critter takes on...exploration.

Or more specifically: let mods be more meaningful to explorers than having anorexic ships.


To summarise: what I will term "environmental" damage, primarily dropping from supercruise, is absolute. Very absolute. Not just in that it ignores resistances of all kinds, but that it deals the same proportional damage to a module regardless of health.

What does this mean? Well an explorer fits two AFMUs of equal class and rating, then visits his mechanical booty call Lori Jameson to get to work on his vessel. One of the AFMus is no longer equal, and with some extra special attention, gets a +220% integrity bonus. That's over triple the normal health.

He goes exploring. Taking randomness out the equation, both those AFMUs will break at the same time.

This is something I've personally tested using AFMUs and other modules with integrity bonuses.

I can see basic motivation to make such damage ignore health bonuses and the like but this is highly unengaging gameplay for the explorer and beyond. What motivation is there to make any explorer other than a typical 70LY jump-o-conda with less mass and health than a noodle, especially when PG/Solo is required for high def shots?


The solution? Give explorers a choice. Find a way of applying integrity bonuses to resisting SC dropout damage, even if not proportional - so for instance, a double health module might last 50% longer against pure SC dropout stress.


This has too many implications when heat damage is involved to just whack it in, but could also be an interesting tangent to explore for both exploration and combat. Extra integrity providing resistance to heat damage could be a nifty way to encourage further build dynamics.
 
I'd never looked at that before; you are saying that, even though 'Integrity' is listed as an absolute number, damage comes in as a fixed percentage from things other than weapon fire? That is hilariously un-intuitive.
 
I'd never looked at that before; you are saying that, even though 'Integrity' is listed as an absolute number, damage comes in as a fixed percentage from things other than weapon fire? That is hilariously un-intuitive.

Now while I say environmental damage, it may be that some external sources listen to integrity...but with regards to SC dropouts (emergency stops) and heat damage, try it for yourself.

I took two identical AFMU modules, as well as a couple of other pairs, and applied overly generous integrity bonuses to a single one of each pair. The AFMU had over double health for instance. But after my first journey, to Colonia first, the integrity boosted module had two percent less health than the unmodified, presumably thanks to the RNG aspect. On the second side of the journey, from Colonia to Sag A* region and back to Colonia, they both came back with identical health.

I would like to think this is a bug but strongly suspect it's intentional.
 
Now while I say environmental damage, it may be that some external sources listen to integrity...but with regards to SC dropouts (emergency stops) and heat damage, try it for yourself.

Unsafe drops from SC are proportional, but I'm almost completely positive that heat damage isn't.

My higher integrity modules, including my AFMU, last considerably longer during thermal load dumping attacks (primarily thermal cascade) than my lower integrity modules.
 
Unsafe drops from SC are proportional, but I'm almost completely positive that heat damage isn't.

My higher integrity modules, including my AFMU, last considerably longer during thermal load dumping attacks (primarily thermal cascade) than my lower integrity modules.

You may be right on this count - while I had more extensive numbers on "natural incidences" I only used two pairs of modules to test heat damage, and sheer RNG may have pushed them towards being fairly equal end results.

Any figures would be vastly appreciated, but OP still stands, especially in regards to exploration.
 
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