Newcomer / Intro Module Reinforcement Package & other damage types.

The in-game description says it protects against weapons fire. What about damage from overheating or dropping out of hyperspace too quickly?
 
It works against all kinds of damage.
If an MRP has a protection of 60%, that simply means that when a module is about to take damage, it only takes 40% of it and 60% damages the MRP instead. Once the MRP is fully "destroyed", it stops working and your modules will take 100% of the incoming damage again.
 
It works against all kinds of damage.
If an MRP has a protection of 60%, that simply means that when a module is about to take damage, it only takes 40% of it and 60% damages the MRP instead. Once the MRP is fully "destroyed", it stops working and your modules will take 100% of the incoming damage again.
Thank you. Can they be repaired with an AFMU?
 
I had a thought. If you're not into combat but exploration, is there actually any point taking this? Either way it seems like you need the AFMU to repair the same amount of total module damage. The exception might be for the power plant as it can't be repaired. Is that worth it? 🤔
 
Good guess. The powerplant (and the afmu) will take damage at a lower rate when MRP are fitted

But in 99% of the cases MRP add no value to a exploration ship. It is better to have a decent shield and an armored powerplant
 
Not much else fits in there. With large ships the extra weight gained is only a small % and might not impact your jump range a lot. For normal free slots some add extra AFMUs because they raise the ships integrity with the cost of 0 mass. The repair amfu with afmu is an added benefit. However I never came even close to needing that.
 
Thank you. Hmm, not sure what else to use the military internal compartments for on an exploration vessel. Ideas?
I personally don't consider any ship that has military compartments an "exploration vessel" :LOL:

That being said, MRPs are probably the best option. If you plan on using neutron jumps a lot, it can be useful. Other than that, just leave the slot empty.
You can look at an empty compartment as a "jump range booster" :p
 
For exploration alone it depends if you have an AFMU and can afford 1t additional mass. If true, then:
  • I'd still recommend a small 60% MRP. The repair of the same damage is 10 times less expensive with regards to AFMU ammo, and it takes 60% from the Power Plant's damage which could not be repaired. (Even if heat damage is not partially absorbed by MRPs - which I don't know / didn't verify - the Power Plant is the only module immune to that damage and will still benefit of the absorption of other damage types.)
  • A MRP is also an option, as it allows to keep some hull intact that you can repair without adding a Repair Limpet Controller (again for 1/10 AFMU ammo).

AFMUs can repair any module that can be turned off or needs no power, with the notable exception of the power plant. This probably excludes the Guardian Shield Reinforcement Packages, as they currently can't be switched off and have power priority 1. I haven't tested HRP's yet, but they should be repairable.

It works against all kinds of damage.
If an MRP has a protection of 60%, that simply means that when a module is about to take damage, it only takes 40% of it and 60% damages the MRP instead. Once the MRP is fully "destroyed", it stops working and your modules will take 100% of the incoming damage again.
Can anybody confirm whether this includes or excludes heat damage? (I am aware that the Power Plant is immune to heat damage.)
 
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