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Damage

Page history last edited by Ryan McMullan 3 years, 9 months ago

Ship and System Damage

There is no distinction on the Artemis between subsystem/internal damage and hull damage. The Engineering display (or the Status display, shown here) shows a number of blue nodes in a silhouette of the player's ship, representing components of the ship's systems. The overall readiness of each subsystem is given out of 100% in the readout to the left of the ship model.

 

As the Artemis takes damage, these nodes will turn red and damage will be indicated by a drop in the readiness % of the subsystem. Damage can also be taken to the hallways between subsystems, which will also appear in red. Successive hits in the same location will cause the damage to "spread" to a nearby undamaged node.

 

No matter how much damage an individual weapon does, it appears as if only one node will be destroyed by each hit. The exception is a drone, which destroys a number of segments defined in artemis.ini under "droneDamageSegmentCount", which defaults to 4 segments. Thus, it appears as if difficulty level does NOT affect how fast the Artemis will be destroyed once shields are down. The Artemis is more likely to be destroyed by many ships firing rapidly than by only one ship doing a lot of damage with each shot. (Like a Skaraan Executor)  (I've tested this extensively, but if anyone can figure out a way to damage more than one node at a time, please post that here)

 

If approximately 70% of all nodes -- subsystem and hallway -- are damaged, the Artemis is destroyed and explodes.  Based on experimentation, the actual formula seems to be that hull = floor((total nodes) * 0.7) - 1.  It is important to note that systems damaged by overheating will NOT destroy the ship, but if a subsequent hit comes in and the total number of nodes damaged reaches 70%, the ship will be destroyed.

 

The number of nodes per player ship type is shown in the table below:

Faction Ship  Hallway Beam Torpedo Sensors Maneuver Impulse Warp Front Shld Rear Shld Total Hull
TSN Light Cruiser 79 4 2 4 4 6 4 4 5 112 77
TSN Scout 77 3 2 4 4 1 7 4 4 106 73
TSN Battleship 41 5 3 4 5 5 4 3 3 73 50
TSN Missile Cruiser 33 0 6 4 6 6 5 5 6 71 48
TSN Dreadnought 36 8 5 4 5 8 5 6 6 83 57
TSN Carrier 60 5 3 5 6 6 5 5 6 101 69
TSN Mine Layer 60 5 8 5 4 6 6 6 8 108 74
TSN Juggernaut 62 6 6 6 6 6 6 5 6 109 75
Ximni Light Cruiser 13 4 3 4 4 4 4 3 4 43 29
Ximni Scout 14 4 4 4 6 5 5 4 4 50 34
Ximni Missile Cruiser 7 4 4 2 4 5 5 4 4 39 26
Ximni Battleship 11 8 4 7 6 9 6 5 5 61 41
Ximni Carrier 18 4 3 3 7 4 5 5 5 54 36
Ximni Dreadnought 19 6 5 7 4 5 5 5 5 61 41
Pirate Strongbow 13 4 4 4 4 4 4 4 4 45 31
Pirate Longbow 9 4 4 4 4 4 4 4 4 41 28
Pirate Brigantine 21 4 4 4 4 4 4 4 4 53 37

This means that it takes far more hits to destroy a TSN Light Cruiser than to destroy a TSN Battleship.

 

Damage Control

Damage control is carried out by Damage Control teams, represented on the engineer's view as white diamonds traveling along the lines of the Artemis structure. DamCon teams automatically move to the location of a damaged system node and begin repairs, but can be given superseding orders by clicking them to select and then clicking the node they should concentrate on. (It's not currently known whether multiple teams results in faster repair of a single node.)

 

Damaged hallways and subsystem nodes can block DamCon teams, possibly requiring them to repair the damage or go around it to repair other nodes.

 

If Damage Control teams are in a location that takes damage, either through enemy fire or overheating, that team will be injured or killed, resulting in decreased damage control effectiveness until the Artemis can dock at a space station and take on additional crew.

 

Enemy Ship Damage

 

Damage dealt to enemy ships, or friendly transports or warships, follow much simpler rules than for player ships. All non-player ships have 70 hull points, and 6 internal systems; Primary Beam, Sensors, Maneuver, Impulse, and Front and Rear Shields. Any single hit that strikes a non-player ship will disable one system, and do hull damage equal to the damage of the weapon. (So a Homing Torpedo that hits an unshielded enemy will do 20 damage, bringing the hull to 50, and disable one system) Once a total of 70 damage is done, the enemy ship explodes.

 

As long as a non-player ship is not destroyed, systems which are disabled may be repaired. This appears to take a certain amount of time, after which the system is removed from the damaged system list on the Science display and the system can again be used. Note that using the Gun Camera mode in Weapons will allow systems to be damaged right through shields, but this will not do hull damage. Unlike with player ships, hull damage cannot be repaired, and both enemy and friendly ships will eventually be destroyed, even if they repair their disabled systems.

 

Note that this means Torgoth ships, which are much larger than other ships and have massive shields, are just as easy to destroy as smaller ships once their shields are down. Base stations (on both sides) are even easier to destroy, as they have only a single hull point.

 

Related pages

Engineering | Weapons | Beam Weapons | Homing Torpedoes | Nuclear Torpedoes | Mines

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