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As stated above, System Damage affects room HP and Barriers. A room's HP is determined by its maximum power consumption/production. So a room that consumes a maximum of 5 power will have 5 HP, regardless of its current power consumption. Let's say that room is hit with 2.1 System Damage. The room now has 2.9 HP and since decimals round down for power consumption, the room can now only consume a maximum of two power. [[Armor]] can be used to reduce the amount of System Damage taken. |
As stated above, System Damage affects room HP and Barriers. A room's HP is determined by its maximum power consumption/production. So a room that consumes a maximum of 5 power will have 5 HP, regardless of its current power consumption. Let's say that room is hit with 2.1 System Damage. The room now has 2.9 HP and since decimals round down for power consumption, the room can now only consume a maximum of two power. [[Armor]] can be used to reduce the amount of System Damage taken. |
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− | When the target room is destroyed (0 HP), the leftover System Damage will become Hull Damage. Hull Damage is the type of damage that affects a [[:Category:Starships|Starship's]] HP AKA Hull. For example, let's say a room with a maximum of 3 power is hit with 4 System Damage. The room is destroyed, and the remaining 1 System Damage becomes 1 Hull Damage, dealing 1 damage to the |
+ | When the target room is destroyed (0 HP), the leftover System Damage will become Hull Damage. Hull Damage is the type of damage that affects a [[:Category:Starships|Starship's]] HP AKA Hull. For example, let's say a room with a maximum of 3 power is hit with 4 System Damage. The room is destroyed, and the remaining 1 System Damage becomes 1 Hull Damage, dealing 1 damage to the ship's hull. Rooms that don't consume power like the [[Bedroom]], will be considered destroyed, even if they haven't been damaged yet. |
=='''System Damage Counters'''== |
=='''System Damage Counters'''== |
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System Damage is never seen by itself and is accompanied by another type of damage, usually Crew Damage. Along with this, most Starship strategies involve overwhelming the enemy ship with System Damage to a point of which the System Damage counters cannot keep up with the damage. This is known as locking down rooms. Thus, it's important to have reliable ways of countering System Damage. |
System Damage is never seen by itself and is accompanied by another type of damage, usually Crew Damage. Along with this, most Starship strategies involve overwhelming the enemy ship with System Damage to a point of which the System Damage counters cannot keep up with the damage. This is known as locking down rooms. Thus, it's important to have reliable ways of countering System Damage. |
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− | *[[Shield Generator]] (Will prevent |
+ | *[[Shield Generator]] (Will prevent all System Damage when the shield is up. However, it will not prevent System Damage from [[:Category:Missiles|Missiles]].) |
*[[Armor]] |
*[[Armor]] |
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*[[Small Beacon]] |
*[[Small Beacon]] |
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*[[:Category:Weapon Rooms|All Starship Weapon Rooms]] |
*[[:Category:Weapon Rooms|All Starship Weapon Rooms]] |
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*[[:Category:Starbase Weapon Rooms|All Starbase Weapon Rooms]] |
*[[:Category:Starbase Weapon Rooms|All Starbase Weapon Rooms]] |
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− | *[[:Category:Missiles|Most Missiles]]. |
+ | *[[:Category:Missiles|Most Missiles]]. Missiles that don't deal System Damage are the [[Jungle Missile]], [[EMP Missile]], and [[Penetrator Missile]]. |
*Crew Attack Stat |
*Crew Attack Stat |
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Revision as of 04:26, 15 January 2019
System Damage | Crew Damage | Shield Damage |
Introduction
System Damage and Crew Damage are the most common form of Damage seen in Pixel Starships. System Damage is the type of damage that affects Room HP and Barriers. System Damage also has the unique ability to turn into Hull Damage once the targetted room is destroyed, making it the most common way people win battles.
System Damage Mechanics
As stated above, System Damage affects room HP and Barriers. A room's HP is determined by its maximum power consumption/production. So a room that consumes a maximum of 5 power will have 5 HP, regardless of its current power consumption. Let's say that room is hit with 2.1 System Damage. The room now has 2.9 HP and since decimals round down for power consumption, the room can now only consume a maximum of two power. Armor can be used to reduce the amount of System Damage taken.
When the target room is destroyed (0 HP), the leftover System Damage will become Hull Damage. Hull Damage is the type of damage that affects a Starship's HP AKA Hull. For example, let's say a room with a maximum of 3 power is hit with 4 System Damage. The room is destroyed, and the remaining 1 System Damage becomes 1 Hull Damage, dealing 1 damage to the ship's hull. Rooms that don't consume power like the Bedroom, will be considered destroyed, even if they haven't been damaged yet.
System Damage Counters
System Damage is never seen by itself and is accompanied by another type of damage, usually Crew Damage. Along with this, most Starship strategies involve overwhelming the enemy ship with System Damage to a point of which the System Damage counters cannot keep up with the damage. This is known as locking down rooms. Thus, it's important to have reliable ways of countering System Damage.
- Shield Generator (Will prevent all System Damage when the shield is up. However, it will not prevent System Damage from Missiles.)
- Armor
- Small Beacon
- Barriers (Temporary)
- Urgent Repair
- Crew Repair Stat
System Damage Weaponry
Below is a list of weaponry that inflict System Damage.
- All Starship Weapon Rooms
- All Starbase Weapon Rooms
- Most Missiles. Missiles that don't deal System Damage are the Jungle Missile, EMP Missile, and Penetrator Missile.
- Crew Attack Stat
Combat Features
Crew Abilities • EMP Damage • Fire Damage • Battles • Formulas
Ship Features
Fleets • Resources • Starship Researches • Starbase Researches
Misc. Game Features