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Comment: Added equipment damage mechanics

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To check for bailing requires the shields of the ship being targeted by the player ship to be down. If pilot morale is high they will never bail. After enough periodic bail checks the pilot will never bail however the player would have to been harassing the same ship for over 14 minutes. Ion Disrupters only have 96% chance of triggering a bail check on hit.

  • First Bail Check: target current hull ≤ max hull*(1 to 8)/8
  • Subsequent Bail Checks: Each subsequent hit after a 30 second delay

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  • Hull Factor (applied if ≥1) = target max hull/(target current hull*4)
  • Morale Penalty = target pilot morale? (range 1 to 30)
  • Target Strength Penalty = 5 if player ship equipment Lasers, Shields and Equipment Cr. value  target ship equipment Lasers, Shields and Equipment Cr. value

Equipment Destruction Mechanics

When ships take hull damage there is a chance that equipment and cargo will be destroyed. This mechanic means that players must be cautious when fighting with the shields down but it can also work to the advantage of the player by stripping hostile ships in preparation for boarding. Factors affecting equipment destruction are listed below.

  • Chance to roll for equipment damage on hull hit (%) = 5 + 35*(1-(Current hull/Max Hull)) + Weapon Damage Bonus
    • Weapon Damage Bonus = 0% to 20% for Equipment and Missiles and 0% to 15% for Lasers, Shields and other wares based on the hull damage of the impacting weapon (details needed) and reduced by the shielding of the target (details needed)

A ware type is then chosen to be damaged.

  • Lasers = 10%
  • Missiles = 10%
  • Shields = 10%
  • Equipment = 50%
  • Other wares = 20% 

Lasers and Shields are picked randomly from all available installation slots on the ship (even if empty), each installed Equipment has a 10% chance of being picked while missiles and other wares are chosen from a list of all possible missiles/wares. Wares marked with the Software flag are exempted from being picked. Each round of equipment damage can only destroy one piece of equipment but may not destroy any due to picking an empty slot or ware type that the ship is not carrying.