Difference between revisions of "Decay"

From bo-wiki.snapjawgames.com
Jump to navigation Jump to search
 
(One intermediate revision by one other user not shown)
Line 32: Line 32:
 
| Scanner || Front Scanner || Power Consumption increases
 
| Scanner || Front Scanner || Power Consumption increases
 
|-
 
|-
| Drone Drill Head || Minding Asteroid Resources || Mining Frequency is reduced
+
| Drone Drill Head || Mining Asteroid Resources || Mining Frequency is reduced
 
|-
 
|-
 
| Power Generator || Regular Use || Minimum production reduced
 
| Power Generator || Regular Use || Minimum production reduced
 +
|-
 +
| Power Generator || Overuse || More Coolant needed
 +
|-
 +
| Drone || NotIdle || Increased Probability to lose a random attachment module
 +
|-
 +
| Refinery || Regular use || Temperature needed increased
 +
|-
 +
| Refinery || HighTemp(1500°C+) || Refining Speed lowered
 +
|-
 +
| LifeSupport || RegularUse || WasteProducts increased
 +
|-
 +
| LifeSupport || Overuse(High Filtering) || Filter life decreased
 +
|-
 +
| Power Generator || Energy Spikes || Reactor Radiation leakage percentage increased
 +
|-
 +
| PowerController || Regular use || Power available decreased
 +
|-
 +
| PowerController || Overuse(draw more then available) || Fire Hazard possibility/Damage
 +
|-
 +
| ConveyorBelts(In/Out) || Regular use || Lowered speed
 +
|-
 +
| CoolantPumps || Regular use || Coolant efficiency decreased
 +
|-
 +
| CoolantPumps || Overuse(emergencydump etc) || Coolant drain increased
 +
|-
 +
| CraftingStation || Regular use || Craft time increased
 +
|-
 +
| CraftingStation || Prelonged use || Crafting efficiency decreased
 +
|-
 +
| Doors || Not used || May get stuck in current mode
 +
|-
 +
| Doors || Regular Use || decreased speed for opening and closing
 +
|-
 +
| Vents || Regular use || Efficiency decreased
 +
|-
 +
| Vents || Pressure Low to Pressure normal || Can get damaged
 +
|-
 +
| Vents || Notbreathable for extended time || Can get cloged
 +
|-
 +
| DroneDocking || RegularUse || Drone may get stucked
 
|}
 
|}
 +
 +
== Visual Feedback ==
 +
Decay is invisible until it reaches the fourth threshold at 800 points. Once a component is damaged beyond this point, a visual indicator of the accumulated damage should be visible on the component. A different indicator should exist for a component that is broken down upon reaching the full 1000 points.

Latest revision as of 18:53, 6 July 2021

Decay is the system by which ship components break down over time. Decay has to be counteracted with Repairs.

Global Functionality

Every component that can decay has a Decay Rating that goes from 0 to 1000. As components decay with use, this rating increases. The rate at which this happens is determined by the individual component.

Thresholds

When repairing a component, the Decay Threshold is important to determine cost and speed of repairs. A full repair action will reduce the Decay Rating of a component back to 0, restoring it to pristine condition. A partial repair however will only reduce the Decay Rating back to the nearest Threshold. Thresholds are set at 200, 400, 600 and 800 Decay Rating. So a component with a Decay Rating of 245 will be repaired only back to 200 with a partial repair.

Decay Level

Thresholds are used to set a Decay Level for any given component. The level is equal to the current amount of thresholds passed. A component at 236 Decay Rating is considered at Decay Level 1. At 82 Decay Rating it is at Decay Level 0 and 844 is Decay Level 4 and so forth.

Decay Levels are a simplified way of representing the amount of decay that has accumulated on the component and are mainly used to quickly display information to the player and make things more readable.

Individual Components

Each component has a different reaction to decay and accumulated Decay Rating. Before the first threshold is reached, the component functions normally. Each threshold crossed will diminish the functionality of the component in some way. A component that has reached a Decay Rating of 1000 stops functioning entirely. Final values are to be determined by playtesting.

Decay Effects Overview
Component Type of Use Effect
Ship Thrusters Prolonged Use Fuel Efficiency is reduced
Ship Thrusters Stop and Go Flight Max Thrust is reduced
Scanner Regular Use Longer Scan Time
Scanner Front Scanner Power Consumption increases
Drone Drill Head Mining Asteroid Resources Mining Frequency is reduced
Power Generator Regular Use Minimum production reduced
Power Generator Overuse More Coolant needed
Drone NotIdle Increased Probability to lose a random attachment module
Refinery Regular use Temperature needed increased
Refinery HighTemp(1500°C+) Refining Speed lowered
LifeSupport RegularUse WasteProducts increased
LifeSupport Overuse(High Filtering) Filter life decreased
Power Generator Energy Spikes Reactor Radiation leakage percentage increased
PowerController Regular use Power available decreased
PowerController Overuse(draw more then available) Fire Hazard possibility/Damage
ConveyorBelts(In/Out) Regular use Lowered speed
CoolantPumps Regular use Coolant efficiency decreased
CoolantPumps Overuse(emergencydump etc) Coolant drain increased
CraftingStation Regular use Craft time increased
CraftingStation Prelonged use Crafting efficiency decreased
Doors Not used May get stuck in current mode
Doors Regular Use decreased speed for opening and closing
Vents Regular use Efficiency decreased
Vents Pressure Low to Pressure normal Can get damaged
Vents Notbreathable for extended time Can get cloged
DroneDocking RegularUse Drone may get stucked

Visual Feedback

Decay is invisible until it reaches the fourth threshold at 800 points. Once a component is damaged beyond this point, a visual indicator of the accumulated damage should be visible on the component. A different indicator should exist for a component that is broken down upon reaching the full 1000 points.