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If the station is damaged by combat it will need to be repaired by its maintaining CV's Architect. Repairing is done on a module basis and costs building materials related to the hull percentage lost and construction cost of the damaged module. For this reason it may be useful to leave excess construction materials on CVs to allow for light repairs to be made. Keeping a station repaired is very important because , as any damage done to manufacturing modules decreases their production efficiency, which in turn increases the product cost. Most NPC stations use an assigned Engineer to repair with similar mechanics as L and XL ships, meaning they repair slowly over time for free. This is slightly unfair to <player> as his stations cannot assign Engineers and can only be repaired in a costly way.

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Gaining info on NPC stations

For full module full details of NPC stations to show in station's or module's Detail Menu, the module their modules must be scanned to 100%. High end production facilities like shipyards, weapon forges, drone forges etc, cannot be scanned to 100% by default. See "Gaining information about trade offers" table for further info on unlocking Info Pointspoints.

Effect of station damage on production

Stations are comprised of multiple modules providing functions like storage, production and increasing production efficiency. Each module has it's own number of HPs HP, and the sum HPs HP for all modules is displayed in a stationsstation's Detail Menu. If a an individual module's hull is fully depleted, it is destroyed and provides no benefits until rebuilt. If a storage module is destroyed it spills will spill some of it's wares into space, from where they can could be looted. Damaged production modules have an efficiency penalty based on how damaged they are. Since stations and their modules lack /hull/ shields, even light combat can cause some hull damage.

When the <player> is in-zone, stations may receive "engine damage" from L and XL ships. In theory it should practically never happen as L and XL ships should never fly close enough to stations for their engine damage to be a problem, even when trading. However if an L or XL ship boosts through a station, their engines will slightly damage flown-through modules.

In the long run, damage isn't a significant issue for NPC stations as their assigned Engineers automatically repair them. However the Player cannot assign Engineers to our stations. Instead; instead, we must order the their Architect to initiate repairs, which requires construction wares.

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Stations in Rebirth cannot be permanently destroyed but as noted above, if . If particular modules are attacked, production can be crippled or storage can be vented into space for looting. These ; these actions could then have a knock-on effect on supply and prices. If combined with careful destruction of station weapons or hacking, loot can be retrieved in relative safety.

Identified station modules can be selected by clicking on their Info Point or through their Detail Menu found via the Zone Map. Alternatively, target-able targetable objects can be cycled through (like on a capital ship), but that can take a while. Once selected, we can double-click on their icon in space to open a contextual menu with the option to order our Squad to attack the module (this applies to selected surface element too).

Each module type has specific numbers, types and positions of weapon systems; it is common for fully built stations to have several hundred weapon systems. Mostly the weapon systems consist of HIT/MA and Plasma/MA turrets with the odd V Launcher. However, stations that manufacture surface elements are can also be defended by Astrobee Launchers, Plasma/JET Turrets and Hailstorm Turrets.

A fully constructed station is one of the most powerful combat assets a player can own due to a its combination of its a huge hull, large number of powerful weapon systems and the potential number of combat drone units. Although L and XL fight ships will be able to damage a station, even many such ships may not be sufficient to completely destroy one before themselves being destroyed. NPC stations are equally as powerful; however the <player>'s shippowerful; however <playership>, when strafing, cannot be hit by most station weapon systems except for the Plasma/JET Laser beam (if it locks on it always hits) found on very , found on very few modules. This means the <player> can manually strip stations of most anti-capital weapon systems, greatly reducing the station's ability to damage the <player> 's L and XL fight ships.