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 ==