Difference between revisions of "Effects"

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(Defensive Effects: Added max effect, power draw and ratio columns)
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| Push Effect || '''Take Off Burst:''' Produces a burst of motion that propels the ship forward. || Burst || inf* || 40 e/s || .05
 
| Push Effect || '''Take Off Burst:''' Produces a burst of motion that propels the ship forward. || Burst || inf* || 40 e/s || .05
 
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| Stop Effect || '''Anti Gravity:''' Reduces the effect of gravitational pull from sources such as planets and black holes. || Activated || .025
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| Stop Effect || '''Anti Gravity:''' Reduces the effect of gravitational pull from sources such as planets and black holes. || Activated || 100% || 10 e/s || .025
 
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Revision as of 19:08, 5 September 2016

Effects are modifications to a ship that can be used either offensively or defensively. When linked (slaved) to a weapon, the projectile produced from the weapon will have an added effect that modifies how that weapon behaves. [1] When used independently, the ship will either perform a defensive action or it will create a defensive effect for the ship, so long as the computer producing the effect remains activated in the hotbar.

Offensive Use

Effects linked to weapons are a tertiary modification that alters the weapon's overall behaviour (the secondary being weapon supports, which are created by linking two weapon computers together). The number of effect modules linked to their respective computer determines how much of the effect is applied to the linked weapon's output. In order to achieve 100% effect on a weapon, the number of effect modules linked to the effect's computer must be on a 1:1 ratio to the number of weapon modules that the effect's computer is linked to. Most effect modules uses the fraction of parent weapon's damage and converts it into effect value, while some systems amplify the base damage for specific targets, while reducing it efficiency against others. Regardless, effect modules would increase the overall size of the weapon and it's damage output similar to weapon modules.

Example:
There are 40 missile tubes on a ship that is being built. The owner wants to add a stop effect to the missiles, but still wants the missiles to do damage, so the owner would like the stop effect to be at 25%.

Since there are 40 missile tubes on the ship, in order to achieve the desired 25% effect (1:4 ratio), a total of 10 stop modules will need to be placed on the ship and linked to a stop computer; this stop computer will then need to be linked (slaved) to the missile computer in the Weapons Tab in order to be applied to the projectiles produced by the weapon. As result, missile system built by the owner will convert 25% of it's damage into a Stop effect' strength.

Offensive Effects

Effect Name Description
EMP Effect Converts block damage into damage that reduces the target's power supply instead.
Explosive Effect For damage beams and cannons, spreads the weapon's damage to also affect the six blocks adjacent to the hit block. For missiles and pulses, increases the blast radius.
Ion Effect Increases damage done to shields, but reduces damage done to blocks.
Overdrive Effect Increases block damage, but dramatically increases the amount of power required to fire the weapon. Also increases the blast radius for missiles and pulses.
Piercing Effect For damage beams and cannons, slightly increases block damage and decreases opponent armor efficiency, but decreases shield damage. For missiles and pulses, slightly increases the blast radius and decreases opponent armor efficiency.
Pull Effect Reduces block damage in exchange for an effect that pulls the target towards the damage source.
Punch-Through Effect For damage beams and cannons, increases block and armor damage. For missiles and pulses, slightly increases the blast radius and increases armor damage.
Push Effect Reduces block damage in exchange for an effect that pushes the target away from the damage source.
Stop Effect Converts block damage into a braking effect to hold the target in place.

Defensive Use

Effect computers that are placed on the hotbar without being linked (slaved) to a weapon will produce a defensive effect for the ship. Some effects are activated ("on/off switch") and remain persistent so long as its respective computer is "on", while others produce a burst effect. Effects that remain active increase the power consumption (cons) of the ship.

The efficiency of the effect produced is proportional to the mass of the ship using the computer (awaiting confirmation). Keep in mind that modules and computers add mass to the ship as well.

Defensive Effects

Effect Name Description Type Max Effect Power Per Second Effect Block Count to Ship Mass for Max Effect
EMP Effect Power Damage Protection: Reduces damage that would target the ship's power supply. Activated 50% 10 e/s .05
Explosive Effect Moment[sic] Effect Protection: Reduces the effectiveness of weapons that modify a ship's position. Activated 100% 15 e/s .025
Ion Effect Shield Protection Bonus: Decreases damage that would be dealt to the ship's shields. Activated 60% 20 e/s .05
Overdrive Effect Top Speed Bonus: Increases the top speed achievable by the ship. 100% efficiency system will double the top speed. Activated 100% 5 e/s .10
Piercing Effect Block Armor Bonus: Increases the effectiveness of armor on armored blocks. Activated 15% 10 e/s .10
Pull Effect Evade Burst: Produces a burst of motion that propels the ship backward. Burst inf* 40 e/s .05
Punch-Through Effect Protection Against Piercing Projectiles: Reduces the damage taken by blocks affected by a weapon that is utilizing the Piercing Effect. Activated 30% 10 e/s .10
Push Effect Take Off Burst: Produces a burst of motion that propels the ship forward. Burst inf* 40 e/s .05
Stop Effect Anti Gravity: Reduces the effect of gravitational pull from sources such as planets and black holes. Activated 100% 10 e/s .025

References