More actions
Removed epithets, specified what makes minigames identical, substituted goal for object, omitted needless words, specified what a Node may contain, omitted the Minesweeper reference |
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===Defensive Subsystems=== | ===Defensive Subsystems=== | ||
'''Defensive Subsystems prevent you from exploring adjacent nodes until they are disabled.''' | |||
Each Defensive Subsystem has: | |||
* '''Coherence''' which is its health displayed atop the Subsystem | |||
* '''Strength''' which is its attack power displayed below the Subsystem | |||
Your Virus’s Coherence and Strength are listed in the bottom left of the hacking window. Your Virus will attack a Defensive Subsystem when you click it. Attacking a Subsystem is turn-based: your Virus attacks first, lowering the Subsystem's Coherence by your Virus Strength, and then the Subsystem retaliates if it survived the attack. When you reduce the Subsystem's Coherence to 0, it is disabled and removed from the board. | |||
You fail the hack when your Virus Coherence reaches 0. Failing the hack '''once''' does not matter for regular Data/Relic sites, but failing a second hack will destroy that container. (Note that for some special kinds of containers/sites, such as [[Ghost Site|Ghost Sites]], Sleeper Caches, etc., failing the first hack might cause an explosion, or have other negative effects.). Interrupting a hack counts as a failure, and that includes moving too far away from the can (out of range of your analyzer) while the hacking window is open. This is sometimes a problem for frigates with a MicroWarpDrive active, where you can overshoot the can when Approaching it too fast - so be careful. | |||
[[File:Core node medium orange black background.png|right|thumb|Medium System Core]] | [[File:Core node medium orange black background.png|right|thumb|Medium System Core]] | ||