Newcomer / Intro How do module malfunctions due to damage work?

To my understanding from my time in the game each module is periodically checked if it works.
I guess that the game makes a % roll and if the result is over the % of integrity of the module then the module shuts down for a specific(?) period of time.

But when does this check occurs? Is it every X amount of seconds or whenever a pilot uses a module? (For example a weapon is checked after each shot, the thruster whenever I accelerate or decelerate, but the power plant which is always working is never checked.)

I ask because I have experienced dozens of different malfunctions, maybe with every single module, but never with a power plant. Nor have I seen an NPC whose PP I dropped to 0% have his power shut down before his PP is totally damaged.

I mean I also had myself get out from some hairy situations, afterwards I checked my modules and my PP was in something like 20%. But during the fight I didnt have an instance of a total power failure.
 
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Below 80% damage a module will start developing intermittent faults, the lower the percentage the more frequent a fault will occur. In some cases the lower the percentage the more severe the fault. A few examples below.

An FSD at 80% will start to develop charge faults, at a lower % the FSD can fail whilst in use (SC) Causing the ship to emergency drop, causing further damage. Thrusters can develop stabilisation faults below 80%, manuevering thrusters can also fire Uncommanded.

Powerplant
- A power plant malfunction causes output to drop to 40% for 5 secs and then return to 100%.
A power plant at 0% integrity will result in power output dropping to 20% for 5 secs and then return to a backup mode running at 50%.

There is also a chance the entire ship can explode whilst the powerplant is at 0% and taking fire.
 
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Power Plant at 0% health still produces power - about 40% I think (don't quote me).

I have no idea about the polling for malfunction you are asking about, sorry.


aha - ninja by the inestimable 777Driver :)
 
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To make best use of the 40% power assign modules to different priorities in your right hand panel, if the priority 1 modules don't take the power consumption over the 40% figure then they will all work so only essential modules in priority 1 luxuries like shields and weapons in priority 2 or lower.
 
I know that. My question was not due to a gameplay problem but merely academic. Just want to know malfunction mechanics.
 
I know that. My question was not due to a gameplay problem but merely academic. Just want to know malfunction mechanics.

Power plants don't malfuction like other modules (random chance that gets higher the lower the module's integrity), from my experience. Instead they behave like 777Driver described when they reach 0% integrity. (maybe I'm just always lucky, though.)

So when you destroy someone's PP, their modules usually get reset but if they have priorities right, they will have enough power to keep going.
 
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Then how come when you kill the PP of an opponent his ship floats powerless for ever. I think if the npc is competent+ he gets to reboot/repair and PP will gain 4-5% integrity. But as long as the npc's PP is on 0% he has no power whatsoever.
 
Then how come when you kill the PP of an opponent his ship floats powerless for ever. I think if the npc is competent+ he gets to reboot/repair and PP will gain 4-5% integrity. But as long as the npc's PP is on 0% he has no power whatsoever.

Most NPCs do not have power priorities set. When their available power falls below what all their modules are asking for, as all modules are in the same priority band, all their modules shut down.

Power priorities have a number of niche uses but in general they allow you to set which modules are sacrificed when you lose power output to let the others remain running.
 
Ah, yes of course, shoulda have thought of that. All NPC modules are priority 1 so they all shut down. Yes, all clear now, many thanks.
 
Ah, yes of course, shoulda have thought of that. All NPC modules are priority 1 so they all shut down. Yes, all clear now, many thanks.

To make things complicated - not always. I definitely met NPCs who kept running even with PP on 0%, which means they had thrusters on priority 1 and everything else on priority 2. They never manage to jump out, though, so I guess they're not THAT smart. :D
 
Below 80% damage a module will start developing intermittent faults, the lower the percentage the more frequent a fault will occur. In some cases the lower the percentage the more severe the fault. A few examples below.

An FSD at 80% will start to develop charge faults, at a lower % the FSD can fail whilst in use (SC) Causing the ship to emergency drop, causing further damage. Thrusters can develop stabilisation faults below 80%, manuevering thrusters can also fire Uncommanded.

Powerplant
- A power plant malfunction causes output to drop to 40% for 5 secs and then return to 100%.
A power plant at 0% integrity will result in power output dropping to 20% for 5 secs and then return to a backup mode running at 50%.

There is also a chance the entire ship can explode whilst the powerplant is at 0% and taking fire.

Hi Cmdr 777Driver

Thanks for your insight, could I be permitted to ask where you have got these figures and stats from?

Cheers Cmdr. Hems303

o7
 
Hi Cmdr 777Driver

Thanks for your insight, could I be permitted to ask where you have got these figures and stats from?

Cheers Cmdr. Hems303

o7

Hi Hems303, those stats are from my notes, been a while since these changes where implemented, we had to test the changes. Not sure if we still have access to read those old beta forums.
 
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Well, I have an older video with power plant malfunction that I might as well throw in here for documentation.

Conflict Zone video from jul 2016: At 1:21 I briefly scroll past the module tab where the 40% is visible.
But the duration of the malfunction is closer to 10 seconds here. (From roughly 1:15 to 1:25)

[video=youtube_share;us2DHJr9QsA]https://youtu.be/us2DHJr9QsA[/video]
 
To make things complicated - not always. I definitely met NPCs who kept running even with PP on 0%, which means they had thrusters on priority 1 and everything else on priority 2. They never manage to jump out, though, so I guess they're not THAT smart. :D

I think that the general tendency of Npcs to not jumping out is a conscious decision from FD to not irritate players rather than stupid AI. I mean I am in favor for smarter Npcs, but even I get momentarily pretty ff when an Npc manages to wake away just a couple of shots before I kill him.
 
I think that the general tendency of Npcs to not jumping out is a conscious decision from FD to not irritate players rather than stupid AI. I mean I am in favor for smarter Npcs, but even I get momentarily pretty ff when an Npc manages to wake away just a couple of shots before I kill him.

Yes, I agree. Naturally NPCs aren't "dumb", nor they are "smart", they are just programs. :)
And there was a time when MoM tried to set their self preservation instinct higher and they were running when they took first bit of hull or module damage. They ran away to recharge their shields, used boost effectively and when you seemed too strong, they just high-waked out. It was frustrating for many pleayers, particularly in smaller ship which doesn't have sufficient damage output, so it didn't make it past beta.
Poor NPCs, existing solely for our entertainment... :D
 
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