Damage Control: Difference between revisions

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(Casualty class table)
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Damage control teams themselves will only take losses if their current component is below 50% hp.
Damage control teams themselves will only take losses if their current component is below 50% hp.
DC teams currently do not replenish, even if there is spare crew available
DC teams currently do not replenish, even if there is spare crew available
//see: [[Crew]]//
''see: [[Crew]]''


=== Restore ===
=== Restore ===

Revision as of 13:28, 16 June 2024

Shooting weapons at hostiles is just a part of space combat, and the other part often involves being shot at. Sooner or later, your ship would catch on fire, have a leak, or have its internal modules damaged beyond use. And when that happens, your on-board damage control team would kick in and save your day.

Definition of components

Everything on a ship is considered a component by damage control, no matter if it is a thruster, a compartment, a mount, or a module. When a components receives damage, it will usually lose certain amounts of HP. This section explains the mechanics of module malfunction. For detailed information on damage mechanics, see Component Damage.

Inoperable Module

Most of the module have an attribute called Minimum Component Integrity required for functionality. If a module's HP is reduced below this threshold, it will cease to function, and require either a repairs to operate again.

Repair teams

Whenever a module is damaged, it is eligible for a repair. However, instead of repairing it back to 100% like most games does, your damage control teams could only repair a module to a certain percentage above its lowest condition percentage. This stat is known as the Max Repair stat; for most ships it starts at 10%. eg, if a component is damage down to 50% hp, repair teams on that ship will only be able to bring it back up to 60% hp

There is one an exception to this rule, a module can always be repaired to it's minimum functioning threshold hp + Max Repair%, regardless of how much damage they take below the threshold. e.g. a Large Reinforced Drive (1500hp, 50hp minimum functioning) can always be repaired up to 200hp (50 + 150), a Reinforced CIC (200hp, 10 minimum function threshold) can always be repaired up to 30hp (10 + 20)

Only 1 team can repair a component's HP, but multiple DC teams can simultaneously work in the same component if there are also debuffs and fires that need fixing. Damage control teams tick once every 0.25 sec, applying the equivalent hp/sec as repair work. This is not modified by the amount of team members, a 1/5 team will repair at the same rate as a 5/5 team Damage control teams speed in m/s is equal to [math]\displaystyle{ \text{movespeed}\times 2.5 }[/math]. The stats on the wiki has already performed this conversion.

Repair team priorities

Damage control teams are assigned based on their order in the component list. eg, DC teams from compartment 1's locker will be assigned to tasks before DC teams from compartment 2's locker, regardless of difference in team move speed, repair speed, or distance to damaged component.

Repair team casualties

Damage control teams themselves will only take losses if their current component is below 50% hp. DC teams currently do not replenish, even if there is spare crew available see: Crew

Restore

When a module lost all of its health, it would be considered to be in the Destroyed state. In this state, the module no longer responds to any further damage, nor will it be automatically repaired by the control team. To bring it back online, you need to spend the Restores provided in DC Lockers. By Shift+LClicking a destroyed module, you can order a damage control team to preform a restore on the destroyed module. After the restore progress is completed, the module would instantly be repaired to 15% of its full health. Restores require 50 "hp" worth of work to apply.

Restore usage seems to be distributed among the lockers, starting from the closest locker and working outward

Ship Status Board

On the top left of the game screen, every ship has a ship status board that shows the ship's information. At the bottom right of the board, ship damage control status would be displayed.

Fire Icon
If there are at least one fire on board, a fire icon would light up. Hovering the mouse over the icon displays the total fire count on board.
Active Debuffs
If there are at least one active debuff on board, a orange number would show up on ship status board. Hovering over the number would display where and what are the debuffs on board.
Destroyed Modules
If there are at least one module destroyed, a red number would show up on ship status board. Hovering over the number would display what modules are destroyed.
Catastrophic Event
If there is a catastrophic event on board, a red exclamation icon and a timer counting down would be displayed to the right of the corresponding ship's status board. If there is more than 1 event on board, only the shortest timer would be displayed. If the count down reaches zero, usually a big bang would take place.

Debuffs/Catastrophic Events

Components can suffer various types of Critical Events (aka debuffs) in game, some would slow down the work speed of your damage control team, while others may degrade your ship's performance, or even obliterate your ship entirely.

Damage has a chance of causing debuffs on components. This chance is calculated by [math]\displaystyle{ \exp\left( -3Hp-0.5\right)\times C }[/math] where [math]\displaystyle{ Hp }[/math] is the current Hp percentage as a decimal and [math]\displaystyle{ C }[/math] is the critical event multiplier of the damage. This means baseline debuff chance for damage with 1x critical event multiplier starts at ∼3% and increases to ∼60% as the component takes damage.

This crit then has a chance of being a catastrophic based on the component's Catastrophic event probability.

The time to repair a debuff is determined by the repair speed of the DC team and the repair work required

Debuffs list

Debuffs effects list
In game name Internal name Stat Affected Modifier RepairWork
Atmosphere Leak Example component-workspeed -50% 10
Fire Example component-workspeed -20% 10
Fuel Line Fire ex component-workspeed -20% 25
Magazine Cookoff ex component-workspeed -20% 18
Reactor Overload ex powerplant-prodefficiency +25% 65
Main Bus Short ex powerplant-prodefficiency -50% 30
Cell Cookoff Example component-workspeed -20% 18
Container Bank Cookoff Example component-workspeed -20% 60
Ammunition Loader Jammed Example discreteweapon-reload, discreteweapon-recycle +75%, +75% 10
FC Waveguide Bent Example sensor-power -50% 10
Gyroscope Drift Example muzzle-accuracy (spread) +75% 10
Heatsink Ruptured Example continuousweapon-cooldown, continuousweapon-overheatdamageprob +75%, +90% 15
Antenna Bent Example sensor-gain -50% 10
Antenna Bent Example sensor-maxposerror, sensor-maxvelerror +100%, +100% 10
Bearing Surface Bent Example turret-traverse, turret-elevate (rotation speed) -80%, -80% 20
Focusing Element Misaligned Example continuousweapon-directdamagemultiplier -66% 15
  • component-workspeed affects the repair speed of the DC teams inside the component; penalty cannot reduce workspeed below 33%
  • There are two types of Antenna Bent, and while they have different internal names, in-game there's no way to tell which type of debuff is in effect.
Casualty class determines the voicelines that play when the debuff is incurred
In game name Internal name Affected class Required Condition Casualty class On-hitOnly Rare (catastrophic)
Atmosphere Leak Atmosphere Leak CrewedComponent none Decompression TRUE FALSE
Fire Fire HullComponent none Fire FALSE FALSE
Fuel Line Fire Fuel Line Fire DriveComponent none Fire TRUE TRUE
Magazine Cookoff Magazine Cookoff BulkMagazineComponent[1] ContainsAnyAmmo Fire TRUE TRUE
Reactor Overload Reactor Overload PowerplantComponent none Engineering FALSE Example
Main Bus Short Main Bus Short PowerplantComponent none Engineering FALSE FALSE
Cell Cookoff Cell Launcher Cookoff BaseCellLauncherComponent ContainsAnyAmmo CombatSystems TRUE TRUE
Container Bank Cookoff Container Bank Cookoff Container Bank[2] ContainsAnyAmmo CombatSystems TRUE TRUE
Ammunition Loader Jammed Ammunition Loader Jammed DiscreteWeaponComponent none CombatSystems FALSE FALSE
FC Waveguide Bent FC Waveguide Bent WeaponComponent HasIntegratedFC CombatSystems FALSE FALSE
Gyroscope Drift Gyro Drift WeaponComponent none CombatSystems FALSE FALSE
Heatsink Ruptured Heatsink Ruptured ContinuousWeaponComponent HasCooldown CombatSystems FALSE FALSE
Antenna Bent Sensor Antenna Bent BaseActiveSensorComponent, PassiveSensorComponent none CombatSystems FALSE FALSE
Antenna Bent Sensor Oscillator Drift BaseActiveSensorComponent, PassiveSensorComponent none CombatSystems FALSE FALSE
Bearing Surface Bent Turret Bearing Surface Bent TurretedDiscreteWeaponComponent, FixedDiscreteWeaponComponent</ref>, TurretedContinuousWeaponComponent none CombatSystems FALSE FALSE
Focusing Element Misaligned Focusing Element Misaligned Beams[3] none CombatSystems FALSE FALSE

Notes

  1. BulkMagazineComponents include all types of magazines, including reinforced and citadel magazines.
  2. Container bank cookoffs do not have an explicit affected class, but container banks have container bank cookoffs set as a unique debuff. it is unknown if container bank cookoffs can also suffer regular cell cookoffs or if it's overwritten. Magazine cookoff and cell cookoff can block eachother as they have identical keys, but container cookoff appears to have a different key. Additionally, unique debuffs are only added after the regular debuffs, which means setting container banks to the same key as cell cookoffs will prevent the container cookoff from being added to the debuff table.
  3. Similar to container bank cookoffs. Is explicitly defined in both the spinal beam and beam turret.