Heat and Heat Dissipation
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Heat and Heat Dissipation
- Adding power to a player subsystem (Ordnance, Energy, or Mass) costs +1 power per unit added. Removing power (right click) does not cost heat. This heat is applied after the player plays their next card, or ends turn.
- This means the player is not unfairly punished for adding and removing power while figuring out the right balance of power. Playing the next card will lock in the power changes and apply the appropriate heat for the net change.
- When heat changes are triggered by hitting end of turn instead of playing another card, there is a small difference that is occasionally relevant. When Heat changes are triggered by playing a card, Heat is obviously added before Heat dissipation occurs at end of turn. If end of turn is instead pressed, Heat Dissipation occurs before Heat from power changes is applied. This is relevant if the player was at zero heat.
- Example: Player removes 3 power from Ordnance, and adds it to Mass instead. The player is currently at 0 heat, and hits end turn. Dissipation removes 0 heat, as the player currently is at 0 heat. 3 Heat is then applied due to the power changes. Player starts the turn with 3 heat.
- Since Heat dissipation occurs before Heat damage calculation, by default, you can safely exceed your heat cap by 1 (or whatever your heat dissipation is) without taking hull damage from heat. The default heat cap for the player ship is 3. This is because Heat dissipation occurs at the end of the players turn, while damage from overheating is calculated at the start of the player turn. So the reduction happens first.
- Example: TBD