Outfitting: Difference between revisions
m main article ship weapons |
Starting a section on module malfunctions here since there's no detailed information anywhere else on the wiki and there wasn't anywhere more fitting to put this. |
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Stored modules can be transferred from one station with Outfitting to another for a fee. The fee and the transfer time vary depending on the distance between the two stations. | Stored modules can be transferred from one station with Outfitting to another for a fee. The fee and the transfer time vary depending on the distance between the two stations. | ||
== Module Malfunctions == | |||
{{Expand|expansion=More detailed information on effects of malfunctions and 0% health for more types of modules|date=2022-10-22}} | |||
When modules take significant damage, they may begin to randomly malfunction during use, with the nature of these malfunctions depending on the type of module. Additionally, modules that reach 0% health are typically disabled. | |||
{| class="fandom-table" | |||
|+ | |||
!Module type | |||
!Maximum health to start malfunctioning | |||
!Malfunction effect(s) | |||
!Effect(s) of module reaching 0% health | |||
|- | |||
|Power Plant | |||
| | |||
|Power generation reduced to 40% for malfunction duration | |||
|Power generation reduced to 50% until repaired (malfunctions are still possible, during which power generation will be reduced to 20%) | |||
Further damage has a chance to instantly destroy the ship regardless of hull integrity | |||
|- | |||
|Thrusters (called "Drive" in target panel) | |||
| | |||
| | |||
|Ship completely loses directional and velocity control, and will continue moving and/or spinning until halted by collisions or until it is destroyed (or despawned in the case of NPC ships) | |||
|- | |||
|Laser | |||
|80% | |||
|Fire Control Malfunction: Weapon continues to fire without input | |||
|Module is disabled | |||
|- | |||
|Missile Rack | |||
| | |||
|Multiple Munitions Primed: Multiple missiles are fired from the rack at once. Seeker missiles and torpedos fired in this way will still track locked targets. | |||
| | |||
|} | |||
== Notes == | == Notes == | ||