EksodusMobile gameplay.
General description.
The player as the commander of a group of spacecraft participates in battles for control of the star cluster. Combat interaction is as close to reality as possible and significantly differs from ordinary, casual arcade space games.
Also, the player can develop the economy, which will help him personally and the side for which he fights. The entire military campaign lasts until one side wins, after which players receive additional rewards depending on their personal results.
It is possible to participate in several military campaigns at the same time, but only on one side of the conflict in each case. Conflicts involve several races with different ships, different approaches and philosophy. During the game, the player gets access to new ships, weapons and technologies. Expands and customizes its fleet, improves its skills and crews of ships.
A successful game does not require a thorough knowledge of all the processes and intricacies of the systems of your ship. To do this, there is a crew on the ship who, to the best of their experience, tries to act in the best way and even suggest obvious correct actions. The player must be in charge of the crew. Identify priority goals, directions, and make common tactical decisions. The little things will be taken care of by the crew.
However, the player has the ability to take over some functions and gain deeper and more subtle control of the ship. In order to cope more successfully with general guidance, and be able to manage a more detailed mode, it is advisable to learn the principles and technologies underlying military applications that are presented in the descriptions and guides of the game.
Battles.
Each star cluster consists of several dozen star systems divided into zones. Home systems, border and no-man's. The key to winning the campaign is the economic and tactical weakening of the opponent. This is done by gradually seizing systems and weakening enemy systems. The victory is awarded to the side that has captured all neutral and boundary star systems.
Each star system is divided into sectors. Fleets can gather in each sector and fight each other. There are also 2 important elements of sector control. The network of detection satellites is responsible for the visibility of enemy fleets and the accuracy of this information in the sector and in the system. A network of economic installations dealing with the extraction of resources, energy production and sending the mined to home worlds. Damage to these stations reduces the speed of construction of new ships, repair and commissioning, which weakens the enemy. Building their own, on the contrary, increases the speed of replenishment of losses both for the player personally, if he builds his installations, and for the whole side as a whole.
If there are no observation stations in the sector, it is considered neutral. A sector shall be deemed to belong to one of the parties if the number of detection stations predominates significantly. Installations can be built for your side and destroy enemy ones. The attack on the infrastructure of the sector is carried out by a fleet of any size and takes some time during which the enemy fleet can interfere, in which case a battle between the fleets begins. The game does not aim to balance the battle, picking up ships, players to a certain level. On the contrary, we encourage the player to think strategically and tactically, and to make personal choices about where and how best to apply the forces at his disposal. Losing a battle does not mean losing a war, and if the player has managed to inflict more significant damage on the opponent than his own losses, the reward can be significantly higher than that of the winning side. Players can join the current fight, which can change the course of the fight in unpredictable ways. What started out as a small skirmish could end in a grand battle.
The battle can take place both in normal space and in zero space. In normal space, ships are able to use their traction engines. When moving to zero space, the work of all traction engines is disrupted and only chemical, electro-ion and other reactive systems remain at the disposal of players. Zero space can also be filled with various anomalies affecting movement, sensors, and weapons use.
A system of target detection, identification and targeting deserves a separate mention. The game is as close to reality as possible in this aspect. The target must not only be detected, but it is desirable to identify, and then aim. Various sensory specialized systems are responsible for these processes. The systems are divided into both passive and active sensors.
It is not difficult to detect the active sensors of the enemy. Therefore, the use of active search systems is a task akin to chess. Using radar, you may notice the enemy, but he will almost certainly notice you. However, this does not mean that they will know your exact location. The spread can be tens of kilometers. Shooting at such a smeared target is almost useless. In addition to missiles with active or passive guidance heads, which as they approach the specified coordinates can see the target better. Or not. And remembering that the player commands more than one ship, choosing what, how, when and what ship to do is an interesting task. At the beginning of the battle, the player sees only his ships and the ships of his military formation. Adversaries, their missiles and shells, even allies in the initial phase must be detected and identified.
Fleets and ships.
At the initial stage of his career, the player's avatar is awarded a junior command rank and issued an initial combat formation of several warships and several support ships. As a rule, these will be small and ultra-small ships designed for rapid and deep raids on enemy territory. In the process of developing his career, participating in battles, the player will receive various awards and including points of fame. Using these points, the player can accelerate the repair of damaged ships, gain access to new ships, make modifications, including unique ones.
The size of the player's fleet is limited by the number of combat-ready ships at his disposal. However, it should be borne in mind that at the end of the battle, when calculating the amount of rewards, a coefficient will be applied to them, which will be calculated at the end of the battle and its value will depend on the relationship of the total number of "values" of the ships of each side. To beat ships with a total value of 100, ships with a total value of 200, means to get a very solid bonus. And even if you lose the bonus will be considerable. Especially if you hit 180. If a fleet of 1000 destroys a fleet of 50, then it may not be enough for repairs, not to mention the rest.
Ships are divided into sizes. How the ship is used and how it is configured, and what role it will ultimately play in the fleet, depends largely on the player. The sizes are as follows: Supersmall. Small. Medium. Big one. Very big. Giant Supergiant Titan giant Available to the player in normal circumstances sizes from ultra-small to giant.
There are also roles for which ships can be originally designed. This determines their basic characteristics, sizes and types of slots. Destroer is a poorly armored ship designed to carry a large number of weapons in the first place. It should not be on the first line of contact and suppress the enemy with massive fire. Dreadnought is a ship with a high degree of survivability and the maximum possible armor. Designed to divert enemy fire on himself. Weapons can be any, but the defensive is more appropriate to the role. The strike ship is the middle class between destroer and dreadnought. It has armor and universal weapons. The invader is a ship carrying boarding small ships. The reconnaissance ship is equipped with a wide range of sensors for active and passive detection of opponents, as well as advanced means of electronic warfare of offensive and defensive nature. The carrier ship is equipped with hangars and pylons for small and small ships, which are its main armament. Builder-ship is designed to deploy and install infrastructure buildings in the sector. Rescuer - designed to rescue crews, towing damaged ships.
What types of weapons will prevail, how to use this or that ship is completely the choice of the player.
Weapons.
Weapons installed on ships can be divided into 2 groups. Built-in. You can't take it out and put something else. The weapons systems are fully integrated into the ship. Modular. Weapons systems that can be dismantled from a slot designed for them and replaced with other systems or weapons if the slot allows.
There are also pylons for outboard weapons, but technically they are either built-in or modular unit, which has no reload and which takes up little space and has a low mass.
Types of weapons available to the player:
Guns of different calibers and with different shells. The most inaccurate, but also the cheapest to use and buy. At the same time, protective systems based on multi-barreled guns have very good performance indicators.
Missile weapons. Launchers are unguided and guided missiles. A very wide range and methods of application, but the price of guided missiles is high, and learning how to use the right missiles depending on the tactical situation will not be easy.
Drones and super-small ships. Launched from special hangars. They perform tasks assigned by the commander. Attack, reconnaissance, reconnaissance by battle, electronic warfare, jamming and much more useful can perform these ships.
Electromagnetic accelerators. There are several technologies on which they work, but the result is the same: acceleration of the projectile to very high speeds. Bulky, energy-consuming, capricious. But if a projectile hits an enemy ship, there is little armor that can protect it from serious or even fatal damage.
Laser emitters. Due to relatively low damage characteristics, but excellent guidance characteristics, use is recommended in defense systems. To shoot down a light missile or a light enemy drone is quite capable of this system. Unless the target is protected by a special reflective or absorbent coating.
Abortion capsules. Small landing ships that try to fly to the enemy ship, gain a foothold on the skin and carry out the penetration of the landing group inside the enemy ship. Extremely risky event for participants, but if successful, you can capture and withdraw from the battle enemy ship, which can not be defeated by other means.
Electronic warfare equipment. Active interference emitters, traps and deceptive emitters, producers of physical interference, clouds of dipoles, inflatable false targets and much more.
A ram. As a last resort. The higher the collision speed, the more severe the damage, up to the complete destruction of the hull and power set of the ship. Of course, this applies to both ships.
Nuclear and thermonuclear weapons will not be used, because of their incredibly high cost, low quantity, very low efficiency in space, the high chance of losing a warhead before activation, as well as the history of the world itself, in which weapons of mass destruction are heavily vetoed, and no party to conflicts will dare to use them. Especially in tactical combat. Although under certain conditions, its use is possible, and in the game it is present.
Particle accelerators, neutron generators and other similar exotic systems do not have a significant combat effect and are not currently used.
Artifacts. The Exodus universe is not as simple and linear as it may seem at first glance. It contains artifacts whose origin and effects science of all races cannot explain. One of the most widely known artifacts are traction and jump engines. However, there are others that have other properties, sometimes applicable in combat.
Ship's apparatus and systems.
In view of the fact that traction engines are available in every race in sufficient numbers, there is no problem of saving the weight of the ship. Larger mass will affect maximum acceleration, but not the ability to fly. Especially if the ship is not designed to land on planets and other gravitating bodies.
Almost any ship consists of many interconnected systems, the coordinated operation of which ensures the viability and combat capability of the ship. Each system gives something to the ship and takes something. For example, a ship with a single onboard power system that has failed is almost doomed. Only the crew's efforts can repair and start the power supply again. And this is only in the case of mild or medium injuries. In case of heavy or destruction, repair is possible only at the shipyard. Therefore, critical systems need to be duplicated.
Power sources. These can be solar panels, batteries, reactors, chemical generators and other similar systems. They produce energy and usually heat that needs to be removed.
Radiators. External panels, drip dispensers that remove excess heat from the operation of the ship's systems. Unmasking the ship in the infrared range.
Life support systems. Allows to recycle and recycle the air and water necessary for the life of the crew. On warships, the crew during the battle is usually in suits, so the system can be considered not vital at the time of the collision.
Shunting engine systems. Uses fuel and energy. Allow the ship to change orientation in space, as well as move. The main limitation is the fuel supply.
Sensors. Navigation, target search, aiming, passive and active. Optical, infrared, ultraviolet, gamma and x-ray, radar of any range. As a rule, they are very vulnerable to damage, expensive and some of them have both high power consumption and high heat generation.
Communication systems. The transmission of data through traction engines has a number of difficulties, making it unable to maintain the necessary amount and speed of data transfer required in modern combat. Therefore, optical, laser and radio communication systems are essential if a ship is to fight in a group.
Central battle post. The brain of the ship from where all the systems of the ship are controlled.
Armour and protective cover. Even on the same types of ships may differ in thickness and type of armor. Protective coatings can be installed depending on the intended combat and tactics used by the player. For example, the mirror coating reflects very well most of the laser radiation, as well as the radiation of the star, but is very noticeable because of this. Coal-black coating, on the contrary, absorbs in many spectra, which can create difficulties with the thermal adjustment of the ship, but is a very good choice when using detection avoidance tactics.
Power kit or frame. The bearing structure of the ship, on which the skin, armor is attached, modules and other systems are installed inside. It assumes all loads during the flight of the vessel and during the operation of other modules. When completely destroyed, the entire ship is considered destroyed. Also on this module pass all communications, waveguides, pipelines, etc. serious damage can cause failure of other systems with full internal serviceability.
Weapons systems. A wide range of systems designed for combat. Consuming energy and ammunition. It gives off heat.
Holds. There are various types for various cargoes, including ammunition depots.
Rescue systems. A rescue capsule or capsule to rescue the crew from the ship. A survival capsule inside the ship.
The towing system is installed mainly only on tugs, but can be present on a conventional ship.
The system of protection of the interior of the ship from boarding.
There is also a list of other systems, but they are often either not on warships, or are not important in existing collisions. For example, the comfort and living conditions of the crew are not taken into account in this context of short combat engagements.
One of the tasks of the player is crisis management of systems in case of damage or failure. Prioritize repair and survival efforts. What power users are disconnected if half of the grid is lost?
Each specific system has its own characteristics and characteristics. For example, in one engineering module of the ship you can put life support system A for 50 people, or system B for 25, but duplicated, or B for 30 people, but lighter and additionally armored. Systems can also be improved and modified within certain frameworks. For individual tasks, experimental, rare, or very rare systems can be installed, saved for the future, or transferred to another commander.
The process of replacing and reworking systems is not instantaneous, so it is necessary to plan in advance that the ship will dock for some, perhaps even very long time.
The world around and the player's place in it.
After a prolonged political-military crisis and stagnation, internecine wars engulfed the entire arm of the galaxy. As long as the Grand Fleets hold advantageous positions in one-junction star systems, and are not able to attack each other due to the deliberate loss of the attacking side, small forces capable of moving farther and faster will ruthlessly gut each other's boundary systems. There is a war of attrition.
Humanity, although recently went into space, but the circumstances of this event forced people in the shortest possible time to create a unified combat fleet, which, despite many internal disagreements and enmity, successfully resists aggressive neighbors who are largely distracted by stronger opponents. The future of all races is at stake.
The player begins the game as a lieutenant, sent by the command to serve in the combat unit of the fleet as a strategist-coordinator of this link. Its task is to carry out the general tactical command of the combat group, to deal with the issues of providing and repairing combat units. Upon reaching higher ranks, the player will have additional opportunities both in command of ships, the nomenclature of ships, access to shipyards and manufacturers of military equipment, and the ability to take the planning and command of operations within the star system for himself.
The player can also start parallel careers of fleet commanders of other races. The only limitation is that within one company you can only play for one of the parties to the conflict. However, one race can be involved in multiple campaigns at the same time.
The player grows in both titles and experience and the amount of fame earned in battles. Experience determines his rating and primacy in the competition for command of the operation, in the case of the same rank. Fame allows you to get new ships, modules, faster repair damage and so on. The famous and successful commander and his glorious military unit are always more favored! Also grow in experience and crews of ships, if they are not completely lost in battle. This also opens up additional opportunities and improves the operation of the ship.
It should be remembered that this avatar of the player's link of ships does not belong to him! It's a military structure. There is nothing personal, but some economic activity is possible. In particular, the creation of infrastructure buildings in sectors. Even though the buildings produce resources for your race, the one who built them is not forgotten and has certain benefits. It is also possible to have certain contacts with manufacturers of military equipment and to receive appropriate bonuses for the performance of their specific tasks.
However, if the command suddenly issues a clear order for specific actions, the player must try to execute it. This situation is rare, but not impossible. Usually, the player acts under the order of free hunting, indicating common goals and much remains at his discretion. In extremely rare cases, ships can go on a battle or mission without the participation of the player. Yeah. Ships have captains and can obey higher commanders (not other players, in fact it is an event from the GMs). When a player reaches a certain rank, he has the opportunity to influence a similar situation. For example, the player has a heavily modified ship that cannot be lost. The player can block his participation in such missions.
Docks, repairs and new ships.
After each battle, if the ship has not been completely destroyed, which is quite rare especially for large ships, the damaged combat unit is in the dock.
The ship is considered destroyed and missing in the event of a catastrophic accident on the module of the power set of the ship. The explosion of a nuclear weapon inside is an example of this. In this case, the wreckage remains from the ship, which will receive the winning side in the battle. A ship is also considered lost if it has been boarded. In all other cases, tugboats bring the ship home, even if it is a hull with all modules damaged to the maximum and dead crew.
Once in the dock, the ship begins to repair. The speed of repair depends on a number of factors and also on the waste of fame points. Completely destroyed modules must be replaced with new ones. If the player has a module modification scheme and the module is in stock, the module can be modified there in advance, even before installation on the ship. If an artifact was used in the destroyed module, then with a small probability the artifact can also be destroyed.
If the ship is destroyed, the player will receive the same in return, without considering modifications, after some time, which depends on the amount of resources of your race in a particular campaign, the size and complexity of the ship itself. Replacing a small boat is easier than a large one. This can be accelerated by the presence of built by the player and existing infrastructure mining buildings, character skills, the use of fame points and other awards.
You can get new types of ships in different ways. Moving through ranks, earning glory points, participating in special missions and operations.
You can also increase the size of the link of ships, that is, how many ships can simultaneously participate in the departure. The player starts with 3 ships and gradually increases to 9.
In the docks, in addition to repairing ships, you can adjust the ship and equipment, as well as make modifications. Each ship has an algorithm or procedure that is responsible for what the ship does if the player's orders stop coming or if the player puts the ship in autonomous action mode.
Also, some ships, modules or weapons may have the ability to adjust individual parameters. For example, what and how many shells to take in weapons stores, what missiles and with what settings.
Modification of the ship and modules is possible only if there is a project of specific modification. Once received, the project is not consumed, but it is only suitable for a particular type of ship or module. You cannot apply the same design twice to the same ship or module. You can immediately get ships with modifications, but it takes longer, but less than if you make them yourself. Modifying one thing can make the other worse. For example, a decrease in mass is likely to adversely affect strength, an increase in the rate of fire will increase heating and the chance of breakage.
Principles of sensors.
Since the player will be able to change the sensor modules of his ship, a primitive understanding of the whole model is highly recommended.
Every ship, projectile, rocket or meteorite has an effective Dispersion Area. Later radar cross-section. This value is measured in real life on the stand and is extremely difficult to accurately calculate. We use a simplified calculation model, which does not negate the realism of all final calculations.
Thus, an active sensor, such as a radar, emits a signal pulse in a certain range. The momentum moves through space losing its energy according to the square of the distance. After reaching the goal, it is reflected in different directions, since the goal usually has complex forms. This is where radar cross-section comes into play. The smaller this value in the direction of the signal source, the less energy from the incoming pulse will be reflected there. Then a weakened or amplified pulse, more precisely, its part flies back, losing energy again according to the square of the distance. If, upon returning, its energy is above the receiver’s sensitivity threshold, we will most likely see a mark that there is something in such and such a direction at such and such a distance.
Since we count radar cross-section on all semi-axes, it makes sense to turn towards the enemy that part of the ship where radar cross-section is minimal. For example, F117 has a slope of the wing edges of 35 degrees. Its radar cross-section from the nose is very small, literally square centimeters, but if you rotate it exactly 35 degrees, there will be a peak worthy of a bulldozer! In general, the main secret of stealth is not in coating, but in geometry.
In our model, we have a separate radar cross-section value for the bow, stern, port, starboard, bottom and top of the ship. There is also a division of frequency bands. radar cross-section can be different at different frequencies. Because it depends on geometry, material, and size, we also model the difficulty of detecting objects smaller than the sensor’s wavelength. This is relevant for the radio band. Meter waves will never see the reflected signal from the bullet. But centimeters are better, although quite better millimeters.
Detection of the target does not mean its automatic identification and the ability to open fire. Not only that, it doesn’t even mean you know exactly where that goal is. As a rule, search locators have a relatively wide beam, and accordingly we know that somewhere in the area of this beam, about a certain distance there is something. A target the size of a car at a distance of 100 kilometers will make itself felt as a spot the size of several stadiums. You can shoot right away, but what are the chances of getting there? And given the movement of the target, it is a complete waste of ammunition.
Therefore, after the detection of the target, as a rule, aiming systems come into play. They are designed to produce a much thinner and correspondingly accurate beam. However, over long distances, this may not help. Therefore, as a rule, a convergence with the goal is made, other means and technical tricks are used to more accurately calculate the position of the goal.
It is important to get a more powerful reflected signal at this stage. But one of the most fundamental differences between the search radar and the aiming radar is that the aiming radar works specifically with the target, the beam does not go away. He always tries to hit the target or targets in the case of a phased grid.
In reality, there are very, very, very many nuances and tricks. We replace them with ready-made characteristics and insignificant probability variations. If a real prototype of the radar took 7 seconds to “capture” the target, but in fact refine its characteristics and develop a solution for gun guidance, then in our game it will be the same 7 seconds. If a prototype could track 8 targets at once, it would.
The most significant disadvantage of active sensors is the unmasking factor. Imagine walking into a completely dark stadium with a flashlight. Whether you will see someone in opposite stands is a big question, but what you will notice is very likely.
Passive sensors emit nothing. They only receive the signal. The simplest example is your eyes. You can see the dark on the light, the light on the dark. But for example, a chameleon sitting in the foliage you will not notice because it merges with the background. If the ship does not emit light, does not reflect it, then in the darkness of space it will be invisible until it covers the star, but this is still to be seen.
Passive sensors give far worse range information, but if the observation is made from different points, it is possible to triangulate the location of the target. However, in the case of radio direction finding, the spot may still be too large for aiming. Their main advantage is the invisibility of their work for the enemy. Some sensors are able to work in both active and passive mode.
Means of radio-electronic warfare. EW.
The main task of these modules is to jam the enemy's sensors, up to their complete blocking. We will not go into the principles and methods of operation of these systems, it is enough to understand the final effects. For example, under certain conditions, a perfect EW system can not only interfere with the operation of the radar or make it impossible, but even deceive it by slipping a different position, distance and speed of the target, which will accordingly lead to weapons misses.
In the game, each sensor has a noise tolerance value. If the EW system working against your sensor is less important, your sensor is not affected in any way. If there is an excess, then depending on the percentage of the excess, your sensor is getting worse. If you exceed twice, the sensor is completely blocked. If you exceed three times, the EW system becomes able to steal your sensor.
Some EW systems work against all sensors of the same range, but more advanced ones work clearly against a particular sensor. Not a sensor, but a sensor. The number of sensors that such a system can jam or fool in reality depends on the number of antennas, electronic and processing power. In the game, this is reflected by the same power of the EW system. How to distribute this power depends on the player. What radiating sensor to process and what to give there - will have to decide the player a choice of several ready-made options offered by the EW system itself. Of course, if it is installed on the ship at all.
Gun pointing and shooting.
Despite the possibility of fully manual use of almost all weapons, it is not recommended to use manual aiming mode, because automation will make it much better, faster, more accurate, more economical. The player’s task is to select priority targets, respond to changes in the situation, switch more suitable ammunition, change the modes and protocols of the ship’s systems, apply maneuvers or auto maneuvers. To shoot down a rocket flying at a speed of 2 kilometers per second, a person is usually not able to. But to set up the responsibility sector of short-range protection systems in advance, orient the ship in the most advantageous angle, release drones in the intended direction of attack, launch electronic warfare weapons against potential homing heads of missiles in advance - the player will cope with this better than the auto protocol.
For successful firing from most receiver and electromagnetic systems with non-guided projectiles, it is necessary to achieve maximum positional information on the target. Systems must determine the exact location of the target by azimuth and vertical angle, determine the exact range, determine the speed, vector of movement and acceleration in the case of a moving target, which occurs in the vast majority of cases. The ship's systems, if given the appropriate command or mode, will attempt to do so themselves, but they are limited by the accuracy of the sensors. Also, if the target carries out constant maneuvering, then it is almost impossible to assume where the target will be exactly during the approach of the projectile to it. How do you overcome this? One option is shooting at the square. The chance of hitting back is proportional to the area and size of the target. The chance of damage increases when firing with a given point of detonation and fragmentation warhead. That is, the projectile does not have to get exactly into the target for detonation, and the destruction of the target is ensured by fragments flying in all directions. However, they are ineffective against armored targets. In the case of a maneuvering goal, the task is significantly complicated. Further maneuvers of the target must be anticipated. Because the amount of fuel to manoeuvre is limited, ships will rarely manoeuvre continuously. It is easier to wait until the ship has finished making changes to its trajectory, and only then open fire. However, if the ship makes maneuvers intermittently, with some pauses, and the duration of this pause is longer than the time of approach of the projectile, the enemy can be caught on this. All necessary information for the selection of shooting modes will be provided to the player. Also, the player can simply shoot at the specified coordinates, ignoring any target designation of their systems. The most effective way to hit a maneuvering target is to use homing weapons against it, or significantly reduce the distance, which can be done not only by getting closer to the enemy, but also by sending drones or small ships to him. When firing from close ranges, the change in the real position of the ship compared to the calculated one may be smaller than the size of the ship, so hitting an unguided projectile becomes much more likely.
The targeting of homing systems is highly dependent on the specific munition and its capabilities. Homing systems can be divided into 3 groups. Active, semi-active, passive. Active ammunition is the lightest and undemanding to the accuracy of target information. As a rule, they are launched into the intended area where the enemy is located, and when the ammunition guidance means are activated, he independently tries to detect the target and adjust his trajectory. Most of these munitions can be launched with some chance of success, even without any detected targets. Such ammunition is often characterized by the phrase “shot and forgot”. Semi-active guidance means require so-called target illumination. Ammunition is aimed at the signal reflected from the target. If it disappears, the ammunition continues to fly and waits for the resumption of illumination. Passive systems are guided to the natural radiation of the target, whether it is infrared, ultraviolet, optical or radio. The same applies to “shot and forget” weapons, but are usually able to operate at much shorter distances than active or semi-active systems. Without detection, targets before launch are usually not applied, although this is possible. The easiest to target are undoubtedly drones. These systems are sufficiently autonomous to independently search for an enemy in a given area and to send them there, does not require anything.
In general, the choice of tactics, the priority of using weapons, prioritizing work with targets, the use of interference and electronic warfare, the protocol of defensive maneuvering of their ships delights a kind of chess game, each of which will be unique.
Damage control.
In most cases, the control of damage and the attempt to repair them is carried out automatically by the crew of the ship. Individual skills and modules can significantly help in the fight for the survivability and combat capability of the ship. The player has the ability to reorient the priorities of repair work. Launch them or stop them. It should be understood that on-site repairs are subject to modules that have received light or medium damage. The damaged module can only be repaired at the shipyard, and the destroyed module must be completely replaced. Priority always lies on the modules that supply power to the ship, the next most important in combat conditions - weapons systems, maneuvers, sensors. Communication systems, life support, service modules have the lowest priority. The crew during the battle is necessarily dressed in suits, so the tightness of the ship is also on low priority. Fighting fires on warships is usually carried out by depressurizing the room. Military ship modules often have multiple internal duplication, which allows them to withstand a significantly greater number of damages before failure. Also, having multiple modules performing the same function, the player significantly increases the viability of the ship. A complete power outage puts the ship into disabled status. If before the end of the battle, all ships of one of the parties receive the status of disabled, the battle ends ahead of schedule. Upon gaining this status, the player retains control of the ship and may attempt to repair or activate backup and emergency systems.
Conclusion
This description is in development and the release version may differ from the current one. If anything in the beta phase requires changes, they will be made. Thank you for reading such a lengthy document! We hope we can tell you something new and interesting!
If you like what you read, if you are inspired by our project, do not hesitate to be active, ask questions, share your opinions. And call your friends!
