Morning all,
I was having a think last night, while driving my van that was sort of breaking down (but luckily never did!).
Anyhoo, I didn't think it would be particularly fun, if random modules just stopped working, because 'reasons'.
But them having more pressing malfunctions at very low health, could make life more interesting. Obviously depends on your point of view.
Anyhoo, I shall begin!
Critical Hits
When a module takes critical damage, a(down to 15%?), there's a chance any further damage will cause a 'critical hit' of sorts, on that particular module.
This will trigger a debuff state, which can not be fixed using reboot/repair, or AFMU.
You can repair the module to a maximum of 75% using an AFMU, but it will not remove the debuff.
Station services can repair these for you, at an added repair cost of 5% of the modules value, per debuff, which can become rather expensive for some modules.
Sounds a bit harsh, but it's not really.
Read on.
The Debuffs
There are various types of Debuffs, modules can suffer from multiple Debuffs at once.
You can view the Debuffs by selecting the module from the modules tab.
I won't go in to the various Debuffs, because listing 4-5 for each module will take ages.
But in general, each stat for each module can get a +/-50% debuff applied.
For example, a weapon could have -50% RoF, Damage, etc. Or +50% capacitor draw, heat production, Etc
The FSD could have -50% optimal mass, and/or 100% charge time.
And so on.
These Debuffs remain in place until fixed at a station.
Or...
Module Repair Synthesis
Yes, all is not lost.
You can synthesise away the Debuffs, aswell as have them fixed at stations.
Each module effected by a debuff will have an icon next to it in the modules panel to show which are in need of more urgent repairs, and which debuffs are applied.
Selecting these modules will bring up a more detailed list of the Debuffs, and selecting the debuff will bring up a synthesis menu, with 2 recipes.
1 is elements, which can be gathered anywhere. These recipes require more varied elements, but can be gathered anywhere in the galaxy.
The other recipe is manufactured and data. These require less resources, but obviously require you to have access to them.
Each type of debuff has a different recipe for both elements and manufactured.
The repair process requires the module to be offline, and will take a few moments to complete, and then the module will come back online, minus that specific debuff.
You are then free to repair your module using the AFMU beyond 75%.
Thoughts?
CMDR Cosmic Spacehead
I was having a think last night, while driving my van that was sort of breaking down (but luckily never did!).
Anyhoo, I didn't think it would be particularly fun, if random modules just stopped working, because 'reasons'.
But them having more pressing malfunctions at very low health, could make life more interesting. Obviously depends on your point of view.
Anyhoo, I shall begin!
Critical Hits
When a module takes critical damage, a(down to 15%?), there's a chance any further damage will cause a 'critical hit' of sorts, on that particular module.
This will trigger a debuff state, which can not be fixed using reboot/repair, or AFMU.
You can repair the module to a maximum of 75% using an AFMU, but it will not remove the debuff.
Station services can repair these for you, at an added repair cost of 5% of the modules value, per debuff, which can become rather expensive for some modules.
Sounds a bit harsh, but it's not really.
Read on.
The Debuffs
There are various types of Debuffs, modules can suffer from multiple Debuffs at once.
You can view the Debuffs by selecting the module from the modules tab.
I won't go in to the various Debuffs, because listing 4-5 for each module will take ages.
But in general, each stat for each module can get a +/-50% debuff applied.
For example, a weapon could have -50% RoF, Damage, etc. Or +50% capacitor draw, heat production, Etc
The FSD could have -50% optimal mass, and/or 100% charge time.
And so on.
These Debuffs remain in place until fixed at a station.
Or...
Module Repair Synthesis
Yes, all is not lost.
You can synthesise away the Debuffs, aswell as have them fixed at stations.
Each module effected by a debuff will have an icon next to it in the modules panel to show which are in need of more urgent repairs, and which debuffs are applied.
Selecting these modules will bring up a more detailed list of the Debuffs, and selecting the debuff will bring up a synthesis menu, with 2 recipes.
1 is elements, which can be gathered anywhere. These recipes require more varied elements, but can be gathered anywhere in the galaxy.
The other recipe is manufactured and data. These require less resources, but obviously require you to have access to them.
Each type of debuff has a different recipe for both elements and manufactured.
The repair process requires the module to be offline, and will take a few moments to complete, and then the module will come back online, minus that specific debuff.
You are then free to repair your module using the AFMU beyond 75%.
Thoughts?
CMDR Cosmic Spacehead