Because the WANT it to be power output. Though, if they want to shut down a ship, shoot the drives out, nothing can be done from that ship, maybe a glancing blow as it spins in the black but it's not going anywhere unless you impart momentum on it.
Don't you personally find it a bit idiotic that virtually destroyed module, with 0% integrity has any power output at all? Explanations like these don't really make it any more plausible. No other module work by this rule. If it's at 0, it's off. Same should be true for PP.Been explained, because the percentage you are seeing is not a measurement of power output, I don't see how that can be any simpler!
Don't you personally find it a bit idiotic that virtually destroyed module, with 0% integrity has any power output at all? Explanations like these don't really make it any more plausible. No other module work by this rule. If it's at 0, it's off. Same should be true for PP.
It's not an instant boom for you, the pp still provides 50 percent of its power output and AI is just better at distributing that power than you are...
This...Is sad programming...a cope out to a situation within the AI programming that is "just easier" to make it affect the AI different then a Player.
I would rather deal with 2x times the amount of NPC ships and they die just as easy as player ships, than deal with NPC ships that are ignoring 72% of the status affects built into the game, it makes experimental like thermal cascade pointless vs NPCs. Makes a game that's well built turn to "meta" builds where there is always just one build everyone should do and everything else is useless.
Not sure, when exactly this was changed, but in the past 0% PP meant instant destruction. But since many players and the devs felt that PP-sniping was too powerful, it has been changed to what we have now.
I'd be really glad if 0% PP would mean 0% power output instead of ~50
Currently, the Power Plant is the only module that can't be field-repaired. But Reboot and Repair Sequence restores it to full capacity at 1% health.Don't you personally find it a bit idiotic that virtually destroyed module, with 0% integrity has any power output at all? Explanations like these don't really make it any more plausible. No other module work by this rule. If it's at 0, it's off. Same should be true for PP.
Have you actually tried fighting any player ships? (Ones built for high-end combat, that is, not someone's Freewinder)I would rather deal with 2x times the amount of NPC ships and they die just as easy as player ships
Not quite - the Power Distributor will continue to send power to subsystems at 0% integrity, you just can't change the distribution proportions.No other module work by this rule. If it's at 0, it's off.
Currently, the Power Plant is the only module that can't be field-repaired. But Reboot and Repair Sequence restores it to full capacity at 1% health.
It's a balancing thing, in my opinion. A change would probably have quite a big impact, especially on long distance exploration.
I wouldn't mind the requirement of an Autonomous Field Repair Unit if it had some backup battery to repair the Power Plant to reasonable operating condition.
But for exploration this could also incur a requirement to synthesize AFMU ammo and possibly a way to gather materials for synthesis in the black.
I'd be really glad if 0% PP would mean 0% power output instead of ~50 (how does it even make any sense?...) shut down the ship at least, and maybe keep the same rule of damage to zero risk of instant ship destruction.
But I would be super glad if PP, and well... most modules internal and external, were harder to take out.
What you're asking for is battles against a matched NPC of 15 -20 minutes against optimised load outs where stalling your ship could lead to your powerplant being one-shotted.I would rather deal with 2x times the amount of NPC ships and they die just as easy as player ships
I just might try this.I did hear that you can actually keep increasing percentage of the PP by doing reboot/repair, which draws health from other components, then use the AFMU to repair the other components to 100% and do reboot/repair again until it is near 100%, but I may be mistaken since this isn't something I've ever needed to try.
I'm with you there but it seems the OP wasn't as much asking a genuine question but merely ranting because things are different to what they expect (without remembering we're discussing a game here, not a sim like MSFS or DCS).Why is it lately that so may folks are so hard to help?
Used to be that when a question got answered, there was at least a “thanks” or something. Seems like those days are over.
Good point!You can't have a situation where things like super penetrator rail guns exist and power plants at 0% cause an instant ship explosion though.
It doesn't affect the differently. It isn't instaboom for the player. Engineered NPCs in CZs usually DO lose shields due to being on 50% power, but unengineered manage power better than most players, so keep them.cope out to a situation within the AI programming that is "just easier" to make it affect the AI different then a Player
I am fully trained theoretical physicist. That doesn't mean FTL has to be taken out of the game for being unbelievable. It's fiction.You know, I work a lot with Generators in the Military, if you think a "gameizem" of an answer is just ok, that's fine for you
My sidewinder still features a thermos flask, a sandwich box, and gaffer tape as an alternative to actual repairs. It just feels like my bike made it to the 34th century.I'm still struggling to understand why a POWER PLANT in the year 3307 has anything in resemblance to a 21st century GENERATOR putting out 110v/230v @50Hz by spinning copper windings round an iron core?
I think they may have made some progress in a few centuries