Difference between revisions of "User:Grabowski"

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(Starts work on my take of the PVP page)
m (Okay, this is how far my knowledge goes, time to ask help from higher powers)
 
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The <b>Prototype Defense Screen Reactor</b> or <B>PDSR</B> is an experimantal Nanotrasen reactor, which generates a defensive field of particles around a vessel, utilising electricity and nucleium. It requires a high amount of both of those resources, and a skilled operator. As such, it is only placed on a select few ships with [[Byond the impossible|especially trained engineering crews]].<br>
|reason = Though most of the critical information is there, the page still lacks depth and info about certain things
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==Can it run the PDSR?==
}}
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[[File:Comedy torp.png|thumb|This is a placeholder for the PDSR]]
{{Infobox jobs
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So, you are an Engineer, who has this mighty piece of machinery on their ship. But what do you need to run it? The PDSR needs two resources, namely
| headerbgcolor = black
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===Power===
| bgcolor = #BB0000
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To nobody's surprise, you need electricty to create a Screen. It is highly recommended that you wire the PDSR straight to another power source - usually the [[AGCNR]] - as it can eat 22MWs of power, or even more. How much more exaclty can be seen on the Screen Manipulator console.
| image = SyndicateCaptain.png
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* ''Available Power'' shows how much power is in the wire under the PDSR.
| supervisors = The [[Syndicate]]
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* ''Input Power'' is the number you can change. How much power do you want to input? Well, that depends on
| rank = Missing (<b>???</b>)
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* ''Minimum Safe Power'' shows how much power is required to contain the reaction inside the Reactor. If you give the Reactor more than this amount, it will be able to function properly, without emissions.
| duties = Try to defeat the Nanotrasen crew
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* ''Maximum Safe Power'' shows how much power is too much. If you pass this number, the reaction will quickly end in an emission.<br>
| guides = [[A crash course in FTL-ing]]; this page
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If Minimum and Maximum power are getting close to eachother, the temperature inside the Reactor is rising. If they ever reach eachother, an emission is imminent.
| headerfontcolor = red
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===Nucleium===
| access = SSV Nebuchadenezeer
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Nucleium is used in the fisson inside the Reactor. It's particles are what surround and protect the ship. This gas is created in reactors - the [[Stormdrive]] and the [[AGCNR]] - as a byproduct gas. While being harmful to a normal reactor, it is the fuel of the PDSR.<br>
| caption = SYNDIE MAJOOOOR
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<br>Nucleium can be created in massive quantities in reactors utilising plasma in fisson. In the case of the SD, it's amount depends on the [[Guide_to_the_Stormdrive_Engine#The_numbers.2C_what_do_they_mean.3F|Reaction Rate, the power Generated and the Fuel amount]]. For the AGCNR, it depends on the amount of [[Guide_to_the_Nuclear_Reactor#Fuel_gasses|Fuel gases]] - Plasma, C. Plasma, Tritium. After being created, it is then expelled from the reactor. This is where we can collect it, and send it over to the PDSR.<br>
| difficulty = Hard
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<br>The amount of Nucleium input can be modified on the Mainframe console. The Reactor needs at least 5 mols/s to run, but giving it more will increase the Screen's strength. However, giving it more Nucleium will increase the reaction rate, and increase the heat generated.
| name = Syndicate Crew
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==Statistics==
| access2 = More areas of the Nebuchadenezeer, depending on your job
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[[File:Comedy torp.png|thumb|This is a placeholder for a screencap of the UI]]
}}
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If you managed to get your Reactor running, you will need a lot of work put into it. It is quite volatile, with a multiple, quickly changing variables. The most important of these are
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===Reaction Rate===
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Reaction Rate shows how much Nucleium is consumed by the Reactor each second. Your main way of controlling it is by changing the Injection Rate, however it also increases as time goes on.
  
War has changed. The syndicate ships are no longer AI controled bumbling idiots. Instead, they are crewed by players, just as smart as you are. Oh the horror!
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As the Reaction Rate rises, more and more Nucleium will be consumed. This means that the temperature of the Reactor will rise, and thus it will be harder to control. However, increasing it will result in the Screen becoming stronger.
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=== Reaction Temperature ===
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Inside the Reactor, while Nucleium is used up, the temperature is rising. The temperature is what dictates the amout of power required to contain the raction: the higher the temperature is, the higher the power requirement rises. This will eventually lead to a containment failure, and an emission.
  
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However, we can counteract this by cooling the Reactor. I know, a surprise. To do this, you must introduce a Coolant to the Reactor. This Coolant is a gas that is cooled outside the Reactor - usually with a pipe system in space, or with thermomachines - which then enters the Reactor, heats up and leaves In heating up, it cools down the Reactor. The PDSR requires a high amount of coolant to cool effectively, depending on the Nucleium injection.
  
Thats right! In this gamemode, you will be faceing off against syndie ships crewed by players. Well, one syndie ship. Before we begin, it should be mentioned that this mode '''is not in rotation''' as of writing this page*. So, the big thing here is that around half of the players start the round as syndicate crew aboard the SSV Nebuchadenezzer (damn that name). They have a ship just like the NT crew, and must race to either kill them or take over the galaxy.
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In case of the temperature getting out of hand, you can ''Cycle Coolant''. This will quickly move Coolant in and out of the Reactor, but will make any emission much, much worse. And, as a sideeffect, release hot Water Vapor.
  
= How to join the dark side? =
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'''If you wish to shut down the Reactor, you will need to lower the temperature to 100 C.'''
So, when a PVP round is announced (usually on the NSV Discord), you have to get on the server before the round begins to have the possibility of being a Syndicate crewmember. This is because they are selected like normal antagonists. Then, once you are on, you have to go to Player Preferences screen and find the "Syndicate Crew" option. Next to it there should be "Autofill". Click it to select which syndie job you want to get (I will explain them later). Leaving it on Autofill will just put you in a role that is not filled by others. After that, all you have to do is hope and wait. When the round begins, half of all players who have readied up, '''and''' set their preferences will become syndie <s>scum</s> crew.
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=== Polarity===
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This number shows the polarity of the Nucleium particles being injected into the Reactor. This value will constantly change as long as the Reactor is running.
  
Late-joining players cannot join the syndicate side.
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It can be switched - from Positive to Negative and vice-versa - on the Screen Mainframe. If set to Positive, the value will rise, while if set to Negative... you guessed, it will go down.
  
= The SSV Nebuchadenezzer =
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Polarity influences the Reaction Temperature: the further it is from 0, the more it will increase it. As such, it is advised to flip it often.
Syndie ship syndie ship
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== The Screen==
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[[File:Comedy torp.png|thumb|This is a placeholder for a screencap of the Screen Console UI]]
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If you manage to control the Temperature of the Reaction, and inject sufficent Nucleium, you will be awarded with a <s>Shield</s> Defense Screen, that blocks incoming shots.
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===Screen Statistics===
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These are the main numbers and values that influence your Screen.
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==== Hardening and Regeneration====
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These two values are the ones you can change to adapt to a combat situation:
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*''Hardening'' is how high your Screen's Strength can go.
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*''Regeneration'' is how fast your Screen's Strength regenerates.
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These two are eachother's counterparts - if you raise one, the other will go down.
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====Integrity and Strength====
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''Integrity'' and ''Strength'' show how much damage can your Screen take. ''Strength'' shows the current amount of "health", while ''Integrity'' shows what percentage it is of the maximum amount of "health".
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====Screen Capacity====
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''Screen Capacity'' is the other factor that influences Screen Regeneration. It shows - with some inaccuracy - how much ''Strength'' the Screen regenerates each time. It depends on the ''Reaction Rate'', meaning that this is your main way of strenghtening your Screen in a pinch.
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====Stability====
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When you first activate the Reactor, ''Stability'' will start to rise. When it reaches 100%, the Screen will deploy, and start gaining Strength. It lowers when the Screen takes hits, especially if those hits are in a short amount of time. If ''Stability'' reaches 0, your Screen will fall. However, when not taking hits, ''Stability'' quickly regenrates.
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=== Screen Relays===
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Screen Relays are small machines spread around Engineering. They are quite costly to build - requireing 2 [[Scanning Module|scanning modules]], 20 [[Capacitor|capacitors]] and 12 [[Micro-Laser|micro lasers]] - , but if you have built them, they will increase the maximum Strength of the Screen and the Maximum Power input. Thus, to raise the Screen, you will need at least one Relay, but luckily, they are present on ships with a PDSR roundstart.
  
==Strategy==
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When an emission occurs, three Relays will Overload. This causes two things:
The Syndicates, despite being the defending force, still need to take control of (enemy) territories and attack enemy forces. You simply can't win a war without advancing.
 
To win the game you obviously need points, as they decide who is the victor of the conflict at the end.
 
You can gain points by taking over enemy systems and destroying enemy fleets. Both of these give 25 points each, though destroying a fleet will also subtract 25 points from the defeated enemy's total.
 
  
===System Control===
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* First, a flashfire will occur. This means that the Relay will quickly release highly heated plasma and oxygen, which will burn up, overheating and overpressurizeing the room. The severety of this can be counteracted by cooling the Relays' atmosphere, but exposing them to space carries a small risk of Overlaoding in itself.  
For the Syndicate taking over systems will be quite different compared to Nanotrasen, as they don't get an invasion fleet that automatically moves into the region. Instead the Syndicate Captain has to activate a beacon which will spawn a random Syndicate fleet after 5 minutes. (Yes there is a blacklist, you cannot spawn an Armada with the beacon). If you jump to another system while the beacon is active it will cancel the timer and you will have to re-enable it and wait again.
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* Second, the Relays will break down, preventing them from functioning.  
When this Syndicate fleet arrives they will officially take control of the system and thus give you 50 points.
 
=Meet the (Syndicate) Crew!=
 
===Captain===
 
{{JobPageHeader
 
|headerbgcolor = black
 
|headerfontcolor = red
 
|stafftype = SYNDICATE
 
|imagebgcolor = #BB0000
 
|img = SyndicateCaptain.png
 
|jobtitle = Syndicate Captain
 
|access = Syndicate, Syndicate Engineering, Syndicate Armoury, Syndicate Requisitions, Syndicate Heads
 
|difficulty = Hard
 
|superior = [[The Syndicate]]
 
|duties = Command the Syndicate ship, order the Bridge Officers to fly into a black hole.
 
|quote =
 
}}
 
  
As the Captain of the ship it is your job to lead the crew of the Syndicate vessel. It is very much similar to being a Nanotrasen [[Captain]] and requires you to behave as such.
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If all of the Relays break down, the Screen will not be able to turn on. However, they can be repaired with a welding tool and cables. [[File:Comedy torp.png|thumb|This is a placeholder for the Relays]]
On the ship you are the highest ranking officer, though the Strategist is technically your superior. You should try to follow advice the Strategist gives and discuss tactics before making any rash decisions.
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==Emission==
===Strategist===
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An emission occurs when the Reactors overheats, runs out of power and the Containment falls. This is bad.
{{JobPageHeader
 
|headerbgcolor = black
 
|headerfontcolor = red
 
|stafftype = SYNDICATE
 
|imagebgcolor = #BB0000
 
|img = SyndicateStrategist.png
 
|jobtitle = Syndicate Strategist
 
|access = Syndicate, Syndicate Engineering, Syndicate Armoury, Syndicate Requisitions, Syndicate Heads
 
|difficulty = Very Hard
 
|superior = [[The Syndicate]]
 
|duties = Assist and advise the Captain, tell everyone you're the captain's superior.
 
|quote = I'll tell the Admiralty about this!
 
}}
 
  
The Strategist is a Syndicate Admiral assigned to help the Captain win the conflict. This does mean you are technically the Captain's superior, however you are still expected to follow the Captain's orders much like an [[Executive Officer]] on a Nanotrasen ship would. The most important part of your job is thinking of and sharing possible strategies that could benefit the crew and it's ability to triumph in combat.
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When an emission is about to occur, you will notice a few things:
===Requisitions Officer===
 
{{JobPageHeader
 
|headerbgcolor = black
 
|headerfontcolor = red
 
|stafftype = SYNDICATE
 
|imagebgcolor = #BB0000
 
|img = SyndicateReqOfficer.png
 
|jobtitle = Syndicate Requisitions Officer
 
|access = Syndicate, Syndicate Requisitions, Syndicate Heads
 
|difficulty = Hard
 
|superior = Captain, Strategist, [[The Syndicate]]
 
|duties = Manage the requisitions department, waste all of the telecrystals on cigarettes.
 
|quote = Who stole the budget card!?
 
}}
 
  
The Requisitions Officer is in charge of Requisitions, as one would expect. Requisitions is responsible for managing and ordering supplies and ammo much like the [[Quartermaster]] and [[Master At Arms]].
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* A stream of particles will erupt from the Reactor with a blinding flash.
As the Requsisitions Officer you start with an uplink and telecrystals. You also manage the distribution of money and telecrystals among the crew, and it is advised that you communicate with the Marine Sergeant and Captain before spending anything on things that aren't needed. Use your requisitions console and supply beacons to <s>purchase</s> steal supplies from central command.
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* A warning klaxxon will be heard across the room.
Because you start the round with relatively little cash or telecrystals you have to do missions for the syndicate stations to earn more.
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* And the Reactor will announce in big bold letters that an emission is about to occur.
====Marine Sergeant====
 
{{JobPageHeader
 
|headerbgcolor = black
 
|headerfontcolor = red
 
|stafftype = SYNDICATE
 
|imagebgcolor = #BB0000
 
|img = SyndicateMarineSergeant.png
 
|jobtitle = Syndicate Marine Sergeant
 
|access = Syndicate, Syndicate Armoury, Syndicate Heads
 
|difficulty = Medium
 
|superior = Captain, Strategist, [[The Syndicate]]
 
|duties = Manage the distribution of guns among the crew, organize boarding parties, get yelled at for not boarding every ship you find.
 
|quote = The makarov's are NOT reshaped glocks! How many times do I have to tell you this!?
 
}}
 
  
The Marine Sergeant is the commander of the Marines and also the defacto Head of Security on the ship. They are in charge of managing boarding parties and defending the ship from Nanotrasen boarding parties and also have the keys to the Armoury.
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If you notice these happening, it is already too late, and you should leave the room to avoid damage.
====Syndicate CAG====
 
{{JobPageHeader
 
|headerbgcolor = black
 
|headerfontcolor = red
 
|stafftype = SYNDICATE
 
|imagebgcolor = #BB0000
 
|img = SyndicateCAG.png
 
|jobtitle = Syndicate CAG
 
|access = Syndicate, Syndicate Heads
 
|difficulty = Medium
 
|superior = Captain, Strategist, [[The Syndicate]]
 
|duties = Command the fighter pilots, steal a fighter and do a one-man boarding mission.
 
|quote = Stop doing test flights during combat!
 
}}
 
  
The CAG, or Commander Air Group, is the Syndicate equivalent of a [[Flight Leader]] in that they lead the fighter pilots. The key difference is that the CAG also takes the role of an ATC and thus stays shipside to relay information to the pilots and assist in their repairs and refuelings.
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When an emission does occur, it's effects will be noticeable accross the whole ship. Depending on how long the Reactor has been active, it could be as light as the crew suffering minor radiation poisoning, to as severe as the ship's armor taking a massive hit.
====Syndicate Technician====
 
{{JobPageHeader
 
|headerbgcolor = black
 
|headerfontcolor = red
 
|stafftype = SYNDICATE
 
|imagebgcolor = #BB0000
 
|img = SyndicateTechnician.png
 
|jobtitle = Syndicate Technician
 
|access = Syndicate, Syndicate Engineering
 
|difficulty = Medium
 
|superior = Captain, Strategist, [[The Syndicate]]
 
|duties = Keep the reactor running, cause chernobyl 52, tell the Captain yelling "It just works" won't repair the hull.
 
|quote = Don't touch that dial!!
 
}}
 
  
The Syndicate Technicians are the engineers and [[Munitions Technician|Munitions Technicians]] of the ship. It is their responsibility to start [[RBMK|the reactor]] or [[Supermatter]] and keep the ship powered. They are also the ones who operate the ship's weapons and yell at the Requisitions Officer for not buying enough torp parts.
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===How to prevent them===
===Bridge Staff===
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===How to prevent other from preventing them===
{{JobPageHeader
 
|headerbgcolor = black
 
|headerfontcolor = red
 
|stafftype = SYNDICATE
 
|imagebgcolor = #BB0000
 
|img = SyndicateBridgeOfficer.png
 
|jobtitle = Syndicate Bridge Staff
 
|access = Syndicate, Syndicate Heads
 
|difficulty = Medium
 
|superior = Captain, Strategist, [[The Syndicate]]
 
|duties = Pilot the main ship, ask the cook to make more cake.
 
|quote = Spool the FTL!
 
}}
 
 
 
Syndicate Bridge Staff have the same dynamic as normal [[Bridge Staff]], just for the Syndicate ship. They pilot it using the Helm Computer and man the guns using the Tactical Console.
 
===SyndiClown===
 
{{JobPageHeader
 
|headerbgcolor = black
 
|headerfontcolor = red
 
|stafftype = SYNDICATE
 
|imagebgcolor = #BB0000
 
|img = Syndiclown.png
 
|jobtitle = Syndicate Clown
 
|access = Syndicate
 
|difficulty = Easy
 
|superior = Captain, Strategist, Marine Sergeant, [[The Syndicate]]
 
|duties = <s>Laugh at the crew</s> Make the crew laugh, be the ultimate boarder.
 
|quote = You're all stupid. See they're gonna be looking for army guys.
 
}}
 
===Tips===
 
- As the Requisitions Officer you can link supply pod beacons to the DRADIS to tell traders where to ship your stuff. Use a multitool on the DRADIS to switch back to default drop points. ESSENTIAL for buying fighters!
 
- The Syndicate is Pirating Nanotrasen's research, and vice versa. Both parties will have access to the same researched techs!
 
 
 
= Winning the game =
 
The main focus of PVP is not only destroying the (crewed) enemy ship, but also conquering the galaxy. This can be done in a variety of ways, but before you start flying around you're goint to need to know how it all works:
 
At the start of the game all factions start with no control points, this means you have to start getting some! You can get points by letting a
 
Of course every game must come to an end, and so does this one. Luckily for you you get to know exactly when and why this game will end! There's four different ways to win (or lose):
 
==Point Victory==
 
If any of the factions (yes that includes the Tortuga Raiders) reach 1000 points the game will end, and the faction with the points will receive a major victory.
 
Unless the Raiders win, if the Tortuga Raiders somehow gain 1000 points you will not only be humiliated, but the round will end with a minor victory for the Syndicate.
 
==Timeout Victory==
 
The PVP gamemode has a time limit of 2 hours and 30 minutes, when this timer runs out the faction with the most points will win.
 
The victory type will be decided the same way as the regular point victory.
 
===Destruction Victory===
 
Of course the enemy can't win without their flagship intact! If you manage to <s>seduce</s> subdue the captain and blow of either ship up the nuke or explode it with pure firepower, the game will end in a major victory for the survivors.
 
==Tie==
 
And last and certainly least, is the tie. You've somehow managed to both get the same amount of points as the Tortuga Raiders and now nothing has changed.
 
Thanks a lot guys! Everything you did was pointless and you've all just wasted eachother's time, including mine!
 
=Nanotrasen=
 
So you're part of the Nanotrasen crew and Whiterapids has given your ship the all-clear to wipe out the syndicate. This means your ship will be assisted by Nanotrasen fleets during the game as you will be the agressors of the conflict this time (in contrary to the normal gamemode where the Syndicate are attacking Nanotrasen).
 
===Command===
 
When playing as the Commanding Officer ([[Captain]], [[Executive Officer]] or other [[heads of Staff]]) of the NSV you will have to command the ship to the best of your ability, as one could expect. Though some measures may need to be taken to ensure the ship is ready for combat as soon as possible. As stated before you are now in control of the attacking faction and because of this it is recommended to take more aggressive actions, such as leaving for combat early and promoting non-essential personnel to more supportive jobs.
 
===Conquer===
 
Of course you can't just fly into a star system and claim it as your own! Oh wait, you can. Or rather, your Nanotrasen friends can. If you want to capture a system, simply make sure it's clear of Syndicate scum and let a Nanotrasen fleet fly in! When a system is captured you will gain 50 control points.
 
Alternatively you can also gain points by defeating enemy fleets, which will also reduce the amount of points they have. Destroying a fleet will give you 25 points and take 25 away from the enemy you've defeated.
 

Latest revision as of 12:39, 15 June 2021

The Prototype Defense Screen Reactor or PDSR is an experimantal Nanotrasen reactor, which generates a defensive field of particles around a vessel, utilising electricity and nucleium. It requires a high amount of both of those resources, and a skilled operator. As such, it is only placed on a select few ships with especially trained engineering crews.

Can it run the PDSR?[edit | edit source]

This is a placeholder for the PDSR

So, you are an Engineer, who has this mighty piece of machinery on their ship. But what do you need to run it? The PDSR needs two resources, namely

Power[edit | edit source]

To nobody's surprise, you need electricty to create a Screen. It is highly recommended that you wire the PDSR straight to another power source - usually the AGCNR - as it can eat 22MWs of power, or even more. How much more exaclty can be seen on the Screen Manipulator console.

  • Available Power shows how much power is in the wire under the PDSR.
  • Input Power is the number you can change. How much power do you want to input? Well, that depends on
  • Minimum Safe Power shows how much power is required to contain the reaction inside the Reactor. If you give the Reactor more than this amount, it will be able to function properly, without emissions.
  • Maximum Safe Power shows how much power is too much. If you pass this number, the reaction will quickly end in an emission.

If Minimum and Maximum power are getting close to eachother, the temperature inside the Reactor is rising. If they ever reach eachother, an emission is imminent.

Nucleium[edit | edit source]

Nucleium is used in the fisson inside the Reactor. It's particles are what surround and protect the ship. This gas is created in reactors - the Stormdrive and the AGCNR - as a byproduct gas. While being harmful to a normal reactor, it is the fuel of the PDSR.

Nucleium can be created in massive quantities in reactors utilising plasma in fisson. In the case of the SD, it's amount depends on the Reaction Rate, the power Generated and the Fuel amount. For the AGCNR, it depends on the amount of Fuel gases - Plasma, C. Plasma, Tritium. After being created, it is then expelled from the reactor. This is where we can collect it, and send it over to the PDSR.

The amount of Nucleium input can be modified on the Mainframe console. The Reactor needs at least 5 mols/s to run, but giving it more will increase the Screen's strength. However, giving it more Nucleium will increase the reaction rate, and increase the heat generated.

Statistics[edit | edit source]

This is a placeholder for a screencap of the UI

If you managed to get your Reactor running, you will need a lot of work put into it. It is quite volatile, with a multiple, quickly changing variables. The most important of these are

Reaction Rate[edit | edit source]

Reaction Rate shows how much Nucleium is consumed by the Reactor each second. Your main way of controlling it is by changing the Injection Rate, however it also increases as time goes on.

As the Reaction Rate rises, more and more Nucleium will be consumed. This means that the temperature of the Reactor will rise, and thus it will be harder to control. However, increasing it will result in the Screen becoming stronger.

Reaction Temperature[edit | edit source]

Inside the Reactor, while Nucleium is used up, the temperature is rising. The temperature is what dictates the amout of power required to contain the raction: the higher the temperature is, the higher the power requirement rises. This will eventually lead to a containment failure, and an emission.

However, we can counteract this by cooling the Reactor. I know, a surprise. To do this, you must introduce a Coolant to the Reactor. This Coolant is a gas that is cooled outside the Reactor - usually with a pipe system in space, or with thermomachines - which then enters the Reactor, heats up and leaves In heating up, it cools down the Reactor. The PDSR requires a high amount of coolant to cool effectively, depending on the Nucleium injection.

In case of the temperature getting out of hand, you can Cycle Coolant. This will quickly move Coolant in and out of the Reactor, but will make any emission much, much worse. And, as a sideeffect, release hot Water Vapor.

If you wish to shut down the Reactor, you will need to lower the temperature to 100 C.

Polarity[edit | edit source]

This number shows the polarity of the Nucleium particles being injected into the Reactor. This value will constantly change as long as the Reactor is running.

It can be switched - from Positive to Negative and vice-versa - on the Screen Mainframe. If set to Positive, the value will rise, while if set to Negative... you guessed, it will go down.

Polarity influences the Reaction Temperature: the further it is from 0, the more it will increase it. As such, it is advised to flip it often.

The Screen[edit | edit source]

This is a placeholder for a screencap of the Screen Console UI

If you manage to control the Temperature of the Reaction, and inject sufficent Nucleium, you will be awarded with a Shield Defense Screen, that blocks incoming shots.

Screen Statistics[edit | edit source]

These are the main numbers and values that influence your Screen.

Hardening and Regeneration[edit | edit source]

These two values are the ones you can change to adapt to a combat situation:

  • Hardening is how high your Screen's Strength can go.
  • Regeneration is how fast your Screen's Strength regenerates.

These two are eachother's counterparts - if you raise one, the other will go down.

Integrity and Strength[edit | edit source]

Integrity and Strength show how much damage can your Screen take. Strength shows the current amount of "health", while Integrity shows what percentage it is of the maximum amount of "health".

Screen Capacity[edit | edit source]

Screen Capacity is the other factor that influences Screen Regeneration. It shows - with some inaccuracy - how much Strength the Screen regenerates each time. It depends on the Reaction Rate, meaning that this is your main way of strenghtening your Screen in a pinch.

Stability[edit | edit source]

When you first activate the Reactor, Stability will start to rise. When it reaches 100%, the Screen will deploy, and start gaining Strength. It lowers when the Screen takes hits, especially if those hits are in a short amount of time. If Stability reaches 0, your Screen will fall. However, when not taking hits, Stability quickly regenrates.

Screen Relays[edit | edit source]

Screen Relays are small machines spread around Engineering. They are quite costly to build - requireing 2 scanning modules, 20 capacitors and 12 micro lasers - , but if you have built them, they will increase the maximum Strength of the Screen and the Maximum Power input. Thus, to raise the Screen, you will need at least one Relay, but luckily, they are present on ships with a PDSR roundstart.

When an emission occurs, three Relays will Overload. This causes two things:

  • First, a flashfire will occur. This means that the Relay will quickly release highly heated plasma and oxygen, which will burn up, overheating and overpressurizeing the room. The severety of this can be counteracted by cooling the Relays' atmosphere, but exposing them to space carries a small risk of Overlaoding in itself.
  • Second, the Relays will break down, preventing them from functioning.

If all of the Relays break down, the Screen will not be able to turn on. However, they can be repaired with a welding tool and cables.

This is a placeholder for the Relays

Emission[edit | edit source]

An emission occurs when the Reactors overheats, runs out of power and the Containment falls. This is bad.

When an emission is about to occur, you will notice a few things:

  • A stream of particles will erupt from the Reactor with a blinding flash.
  • A warning klaxxon will be heard across the room.
  • And the Reactor will announce in big bold letters that an emission is about to occur.

If you notice these happening, it is already too late, and you should leave the room to avoid damage.

When an emission does occur, it's effects will be noticeable accross the whole ship. Depending on how long the Reactor has been active, it could be as light as the crew suffering minor radiation poisoning, to as severe as the ship's armor taking a massive hit.

How to prevent them[edit | edit source]

How to prevent other from preventing them[edit | edit source]