Module health tied to performence

For some modules we already have this feature. For example the FSD will randomly malfunction even though not under fire when at low health.
Can we please have this for other modules as well?

Take the shield generator for example. Damaging it it could cause malfunctions, temporarily disabling the recharge of shields when malfunctioning and permanently reducing the total shield strength down to a maximum of 60%. However, this should not reduce the 50% rebuild cap where shields are back online. This means that after 50% recharge the shield gen can only restore 10% of its total shields when extremely damaged (>10% module health).

Or thrusters/drives. Damaging it already causes malfunctions but how about reducing manouverbility, top speed and/or boost duration? Thrusters could suffer a 30% speed/manouverbility reduction when at low health.

You could apply similar effects to shield boosters, chaffs, heatsinks, etc. as it should be very easy to implement by setting certain stages of damage levels or add a formular for calculating the performence of modules when damaged but not under fire.
Do not add this to the reactor as we only have 5 power priorities and can not set enough primary and secondary modules for each damage state if implemented.



I believe that this would make AFMUs more useful for explorers, hull tankers and anything that might get damaged at some point without the ability to dock and repair, thus increasing the level of depth and offering slighly more complexity without making things complicated as no further player input is required.

Oh, and it's definately no april fool. :)
 
+1

Damage is fun. Lol

I'd love to get my hardpoints or something "stuck" due to damage, and need multiple tries to retract them.

The canopy could degrade slowly too below a certain level, that'd be exciting.
(AFMU stops degradation)

With engine damage, It'd also be fun if boosting had unintended effects, like extreme fuel use, or awkward handling from specific thrusters taking damage..
Etc
 
Micro managing damage like that would be a nightmare. This has been discussed over and over and it was voted down as it affects explorers who can't get to a station for repairs more than anyone else.

For everyone else, it's another button to click on automatically every time you dock like refuelling.
 
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+1.

A more detailed damage model, with different side effects would be awesome imo too. It could be completed by modeling "progressive damage", such as a badly damaged laser cannon which suddendly explodes, spreading damage to hull and contiguous modules.

Micro managing damage like that would be a nightmare.
Non necessarily; reboot procedure could always patch up a ship to fly around, demanding the repair management to the ship computer. With severe damage the process may be longer, reboot the ship multiple times and it may be necessary to repeat diagnostics and emergency repairs here and there until a full repair is performed at a station.
 
I think a synthesis option for explorers would mitigate that, maybe AFMU ammo supynthesis that isn't to onerous, or both a specific module repair as well as AFMU option so CMDRS are not forced to always fit an AFMU.

I believe currently the only thing that degrades over time is the partially hidden ship integrity as well as paint, but adding something that adds to the danger of long distance travel sounds interesting, as long as thee are options to mitigate such issues.
 
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