ĭuring a pursuit battle, the escaping fleet can crash-mothball low-CR ships to prevent them from suffering malfunctions during the chase.Īt 0% CR a ship will no longer be able to use its shield or phase cloak. The last weapon on a ship will not be permanently disabled by a critical malfunction. Engines disabled by critical malfunctions do not count for inflicting flameouts. These malfunctions increase in frequency as CR decreases.Īt less than 20% CR a ship will suffer critical malfunctions upon deployment and in combat, which will disable a weapon or engine for the duration of the battle and cause hull damage. Fighter refit time (for ships with a flight deck): +/-10%Īt less than 40% CR a ship will have reduced missile magazines (dropping to empty at 10% CR) and will experience temporary, random malfunctions in combat that take weapons, engines or the shields offline.The bonuses and penalties scale linearly from 70% → 100% CR and 50% → 0% CR, respectively: Ships in combat with 70% or greater CR have greater maneuverability, autofire accuracy, and damage reduction, they also deal more damage conversely, ships below 50% CR suffer penalties in those stats. CR deployment costs are lower for frigates and low to mid-tech ships and higher for capital and high-tech ships. The deployment cost is removed from the ship's available CR after each round of engagement. Ships require CR to be deployed in combat, with the amount needed ranging from 10% for the Hound to 40% for the Hyperion.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |