Component Damage: Difference between revisions

From NEBULOUS: Fleet Command Official Wiki
(Added damage mechanics)
(Added interior density)
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Components that are damaged below 0 HP will be destroyed (greyed out), and cannot be repaired unless a restore is used. However, there are two exceptions: Damage Threshold, and (Reinforced).
Components that are damaged below 0 HP will be destroyed (greyed out), and cannot be repaired unless a restore is used. However, there are two exceptions: Damage Threshold, and (Reinforced).


=== Damage Threshold ===
==== Damage Threshold ====


In order to destroy a component, the final "killing" hit has to deal more damage than the Damage Threshold (DT). If not, the component is brought down to 0 HP and disabled (shows as red), but is not destroyed, and therefore can be repaired without needing restores. This is checked after Damage Reduction (DR) is applied, which can make DT much more effective on ships with high DR.
In order to destroy a component, the final "killing" hit has to deal more damage than the Damage Threshold (DT). If not, the component is brought down to 0 HP and disabled (shows as red), but is not destroyed, and therefore can be repaired without needing restores. This is checked after Damage Reduction (DR) is applied, which can make DT much more effective on ships with high DR.


=== Reinforced ===
==== Reinforced ====
A reinforced component can only be killed once it's at 0 HP. Any hit when the component is above 0 HP will only bring it down to 0 HP
A reinforced component can only be killed once it's at 0 HP. Any hit when the component is above 0 HP will only bring it down to 0 HP
This means that a reinforced component with a DC team repairing it ''must'' be hit twice within the 0.25 second window between repair ticks or else the DC team will bring the component above 0 HP
This means that a reinforced component with a DC team repairing it ''must'' be hit twice within the 0.25 second window between repair ticks or else the DC team will bring the component above 0 HP
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Note that the reinforced tag is only "stripped" in the next frame, two hits in the same frame will both be resisted by reinforced, but if the second hit is spaced a moment afterwards, it will break through as expected.
Note that the reinforced tag is only "stripped" in the next frame, two hits in the same frame will both be resisted by reinforced, but if the second hit is spaced a moment afterwards, it will break through as expected.


=== Damage Reduction ===
==== Damage Reduction ====
A Hull's Damage Reduction stat reduces incoming damage by the percentage shown. For example, 40% DR will reduce 100 damage to 60 damage.
A Hull's Damage Reduction stat reduces incoming damage by the percentage shown. For example, 40% DR will reduce 100 damage to 60 damage.


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Damage reduction does not affect fire, bshort, or burnthrough damage. Some weapons ignore DR.
Damage reduction does not affect fire, bshort, or burnthrough damage. Some weapons ignore DR.
=== Interior Density and Penetration Depth ===
Just like real life ships, all ships in Nebulous also have internal structural bulkheads to provide redundancy against threats in space. In game, internal hull structure is generalized as a homogeneous interior density (Interior Armor Density Equivalent) measured in cm of armor per meter, with different hull classes having different densities. Interior density is used to determine penetration depth of certain damage types. For example, if HEKP hits a Solomon and has 180cm of pen left over after penetrating armor, the Solomon's 1.2cm/m density means the penetrator can go up to 150 meters into the hull.
{| class="wikitable"
|+ Interior Armor Density Equivalent of the Hulls
|-
! ANS Hull !! Interior Density (cm/m) !! Size (Length/Width/Height) !! Total Armor equivalent (front/side/top) !! Internal Armor equivalent (front/side/top)
|-
| Sprinter || 0.5 || 80/37/28 m || 56/35/30 cm || 40/19/14 cm
|-
| Raines || 0.5 || 96/35/40 m || 78/48/50 cm || 48/18/20 cm
|-
| Keystone || 0.5 || 130/50/45 m || 109/69/67 cm || 65/25/23 cm
|-
| Vauxhall || 1.00 || 215/62/60 m || 275/122/120 cm || 215/62/60 cm
|-
| Axford || 1.20 || 195/70/75 m || 314/164/170 cm || 234/84/90 cm
|-
| Solomon || 1.20 || 285/80/105 m || 458/212/242 cm || 342/96/126 cm
|-
! OSP Hull !! Interior Density (cm/m) !! Size (Length/Width/Height) !! Total Armor equivalent (front/side/top) !! Internal Armor equivalent (front/side/top)
|-
| Ferryman || 0.5 || 68/36/23 m || 44/28/22 cm || 34/18/12 cm
|-
| Draugr || 0.5 || 87/53/40 m || 54/37/30 cm || 44/27/20 cm
|-
| Flathead || 0.5 || 128/56/52 m || 160/124/122 cm || 64/28/26 cm
|-
| Ocello || 1.2 || 210/50/75 m || 312/120/150 cm || 252/60/90 cm
|-
| Marauder || 0.25 || 309/90/115 m<ref name="lnsize">Lineships have variable dimensions due to their randomized layouts, and therefore the stats here are not accurate for all layouts.</ref> || 118/63/69 cm<ref name="lnsize" /> || 78/23/29 cm<ref name="lnsize" />
|-
| Moorline || 0.25 || 345/100/110 m<ref name="lnsize" /> || 127/65/68 cm<ref name="lnsize" /> || 87/25/28 cm<ref name="lnsize" />
|}
== Notes ==
<references />

Revision as of 18:14, 1 June 2024




Each Component inside ships have their own health pools. When armor has been penetrated, damage is dealt to components depending on direction of hit and the component's position in the ship.

Damage Mechanics

Most attacks will cast some kind of ray or sphere colliders (aka hitboxes) through the ship (some attacks even cast multiple colliders). This collider will damage components, though the specifics vary depending on damage type

Components that are damaged below 0 HP will be destroyed (greyed out), and cannot be repaired unless a restore is used. However, there are two exceptions: Damage Threshold, and (Reinforced).

Damage Threshold

In order to destroy a component, the final "killing" hit has to deal more damage than the Damage Threshold (DT). If not, the component is brought down to 0 HP and disabled (shows as red), but is not destroyed, and therefore can be repaired without needing restores. This is checked after Damage Reduction (DR) is applied, which can make DT much more effective on ships with high DR.

Reinforced

A reinforced component can only be killed once it's at 0 HP. Any hit when the component is above 0 HP will only bring it down to 0 HP This means that a reinforced component with a DC team repairing it must be hit twice within the 0.25 second window between repair ticks or else the DC team will bring the component above 0 HP (Note that DC teams inside nearly destroyed modules are very vulnerable to damage and can be killed quickly)

The two hits do not have to be the same; any hit that brings the component down to 0 HP will count for the first hit, regardless of how little damage it deals or if it beats the component's DT. However, the second "greying" hit will have to beat DT as usual

Note that the reinforced tag is only "stripped" in the next frame, two hits in the same frame will both be resisted by reinforced, but if the second hit is spaced a moment afterwards, it will break through as expected.

Damage Reduction

A Hull's Damage Reduction stat reduces incoming damage by the percentage shown. For example, 40% DR will reduce 100 damage to 60 damage.

This modifier applies before damage threshold checks, and therefore massively amplifies the protective effect of Damage Threshold, especially against smaller munitions.

DR begins increasing once 20% of the component slots are filled, and maximizes when 60% of the component slots are filled. Slot size does not matter, only the number of slots filled. Damage Reduction does not change as modules are destroyed.

Damage reduction does not affect fire, bshort, or burnthrough damage. Some weapons ignore DR.

Interior Density and Penetration Depth

Just like real life ships, all ships in Nebulous also have internal structural bulkheads to provide redundancy against threats in space. In game, internal hull structure is generalized as a homogeneous interior density (Interior Armor Density Equivalent) measured in cm of armor per meter, with different hull classes having different densities. Interior density is used to determine penetration depth of certain damage types. For example, if HEKP hits a Solomon and has 180cm of pen left over after penetrating armor, the Solomon's 1.2cm/m density means the penetrator can go up to 150 meters into the hull.

Interior Armor Density Equivalent of the Hulls
ANS Hull Interior Density (cm/m) Size (Length/Width/Height) Total Armor equivalent (front/side/top) Internal Armor equivalent (front/side/top)
Sprinter 0.5 80/37/28 m 56/35/30 cm 40/19/14 cm
Raines 0.5 96/35/40 m 78/48/50 cm 48/18/20 cm
Keystone 0.5 130/50/45 m 109/69/67 cm 65/25/23 cm
Vauxhall 1.00 215/62/60 m 275/122/120 cm 215/62/60 cm
Axford 1.20 195/70/75 m 314/164/170 cm 234/84/90 cm
Solomon 1.20 285/80/105 m 458/212/242 cm 342/96/126 cm
OSP Hull Interior Density (cm/m) Size (Length/Width/Height) Total Armor equivalent (front/side/top) Internal Armor equivalent (front/side/top)
Ferryman 0.5 68/36/23 m 44/28/22 cm 34/18/12 cm
Draugr 0.5 87/53/40 m 54/37/30 cm 44/27/20 cm
Flathead 0.5 128/56/52 m 160/124/122 cm 64/28/26 cm
Ocello 1.2 210/50/75 m 312/120/150 cm 252/60/90 cm
Marauder 0.25 309/90/115 m[1] 118/63/69 cm[1] 78/23/29 cm[1]
Moorline 0.25 345/100/110 m[1] 127/65/68 cm[1] 87/25/28 cm[1]

Notes

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Lineships have variable dimensions due to their randomized layouts, and therefore the stats here are not accurate for all layouts.