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{{structures}} | |||
'''Vulnerability''' is a game mechanic used by most deployable structures to encourage large, planned fleet engagements and enable both attacking and defending groups to more effectively and fairly engage in structure warfare. | '''Vulnerability''' is a game mechanic used by most deployable structures to encourage large, planned fleet engagements and enable both attacking and defending groups to more effectively and fairly engage in structure warfare. | ||
General vulnerability info: | |||
* Structures cannot be affected by any form of Electronic Warfare. | |||
* The structure will limit the amount of damage it can take per second as defined by its damage cap attribute. This damage cap cannot be exceeded and dealing more damage will result in the excess damage hits being reduced or showing as zero. | |||
* To pause the repair timer the structure must receive damage that is at least 10% of the damage cap after resists. | |||
* The ±3h variation in timer durations will never cause the fight to "roll over" to next day. The time of shield reinforcement fight will determine the dates of armor and structure timers. | |||
* The reinforcement times are determined from the moment repair timers start. Wether the fight lasts for 20 minutes or 10 hours has no impact on the reinforcement times. | |||
* Structures can be fitted only when it has full shields. The fit can not be changed while the structure is anchoring, onlining, repairing, under attack or reinforced. | |||
== Deploying cycle == | == Deploying cycle == | ||
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While vulnerable the current status of the Citadel is shown on the damage indicator. | While vulnerable the current status of the Citadel is shown on the damage indicator. | ||