Hello I have been playing a lot of Starsector+ and one of the main tactics of a lot of the higher end factions are "EMP missiles" that seem to specialize it overloading shields for a long time. Sometimes I am disabled for as long as 8-10 seconds and it is really surprising and disorienting. I have some questions about overloading, specific to Starsector+ if the dynamics are different:
1. What determines how long a ship is overloaded for? Is it a ratio of hard flux damage over capacity, relative to total capacity?
2. Do EMP weapons, in particular missiles, add overload time if they are part of the final "strike" that pushes it overcapacity? Moreso, say, than the raw damage EMP would have inflicted on non-overloaded shields? (if that makes sense)
3. What about beam weapons that add only soft flux, can they overload shields for more than a second? If you think about it, they shouldn't be able to, since they add damage in a linear stream, so an overload should only register as one point of flux overload. But I may be thinking about the wrong way.
4. What does shield efficiency have to do with overload times, it it a modifier? For example, do overloaded 1.20 stay overloaded longer than 0.8, if given the same flux overload?
5. Are therre weapons that can overload a ship WITHOUT their shields being up? IF so, how does the numbers work on that.
6. Finally, in an related question, as I understand it, damage goes thusly: HE: 50% to shields, Kinetic: 150% (or is it 200%?) to shields, Frag: 25% to shields. What is the modifier to shields for EMP weapons?