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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Mechanics of EMP  (Read 9273 times)

DeMatt

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Re: Mechanics of EMP
« Reply #15 on: July 05, 2017, 11:10:22 PM »

Interesting! Based on observation or code?
That would be "observation", something which I encourage you to do yourself.
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TheWetFish

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Re: Mechanics of EMP
« Reply #16 on: July 09, 2017, 07:37:31 PM »

The value of a knowledge base is the confidence in it's data.  Observation has valid uses and I will use it in place of better data but more solid confirmation is preferable, if at all possible.

Thanks for your observations!

Any other observations or data on EMP?
Outstanding questions include;

-Arcing mechanics
Alex stated that arc are weighed linearly and could arc anywhere, without weapon distinction, which might imply it is possible for all EMP sources to arc.  The observations & categorisation of "localised EMP only" contradict this so not sure where we're at there.  Will bigger EMP hits arc easier or will lots of already disabled mounts within initial impact increase arc rates?

-Repair rates
We now know that mount &engine repairs stall if that section has taken any damage in the last 5 seconds, which is excellent.  At what rate do they repair? Is it different for different mount/engine sizes or different hull sizes?
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DeMatt

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Re: Mechanics of EMP
« Reply #17 on: July 09, 2017, 08:37:53 PM »

The value of a knowledge base is the confidence in it's data.  Observation has valid uses and I will use it in place of better data but more solid confirmation is preferable, if at all possible.
The information I provided is easily replicated in the simulator.  Adding in a Colossus modded to have no shields and a top speed/accel/rotation of zero is trivial, and provides a simple gunnery target for you to repetitively pound on with your choice of weaponry.  Any more detailed information would require deconstruction of the code.

Any other observations or data on EMP?
Outstanding questions include;

-Arcing mechanics
Alex stated that arc are weighed linearly and could arc anywhere, without weapon distinction, which might imply it is possible for all EMP sources to arc.  The observations & categorisation of "localised EMP only" contradict this so not sure where we're at there.  Will bigger EMP hits arc easier or will lots of already disabled mounts within initial impact increase arc rates?

-Repair rates
We now know that mount &engine repairs stall if that section has taken any damage in the last 5 seconds, which is excellent.  At what rate do they repair? Is it different for different mount/engine sizes or different hull sizes?
What are you, some kind of min-maxer?  I can't imagine any circumstances under which knowing that level of detail will affect either tactical decisions or weapon/trait selection.
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Megas

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Re: Mechanics of EMP
« Reply #18 on: July 10, 2017, 05:50:51 AM »

Maybe he maintains a wiki?  For that, precise information is more useful for documentation purposes.  Typical players may not need that level of detail, but for someone trying to document game mechanics (or mod the game or maybe remake the game decades later), precise information would be useful.
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Thaago

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Re: Mechanics of EMP
« Reply #19 on: July 10, 2017, 06:21:42 AM »

DeMatt you've insulted someone twice for asking polite questions. Why?

...

It's just like other damage to weapons/engines - taking damage will stop it regenerating hitpoints for 5 seconds. So for example repeated small hits will eventually disable anything, if there's no break long enough for it to start repairs.

This is very interesting! Once something is disabled though, it starts repairs immediately even if its still taking EMP damage, right?
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