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Emp3

EMP is a type of damage dealt by some weapons, most notably ion weapons. It deals zero damage to shields, armor & hull but instead directly builds up damage against weapons and engines if it is not blocked by a shield. This can be extremely effective at disabling weapons & engines.

Certain weapons additionally have the ability to send ion arcs across ships they hit, disabling weapons and engines that were not directly hit. The Ion Cannon & Ion Pulser can only create arcs when hitting hull, but not shields. This means that the weapon will disable near the impact and has a chance of affecting other parts of the ship via arcing. The Ion Beam, Pilum & Tachyon Lance can uniquely create EMP arcs even when hitting shields, with a greater chance of piercing the shield if the target has high hard flux. Other weapons with EMP damage components do not create EMP arcs, such as the Mjolnir Cannon, Salamander & Hypervelocity Driver (Thus can only inflict EMP close to the impact zone and when hitting hull/armor only).

Missiles hit by EMP ship systems such as the EMP Emitter will possibly flame out if hit enough times, as a scripted effect. Flaming out missiles is not an intrinsic property of EMP damage. Missiles that have flamed out will potentially detonate or ricochet against any target, friend or foe.


Actual effect is somewhat inexact as the EMP damage is proportional to the distance between point of impact and the weapon or engine, believed to be similar to the damage pattern for armor cells, except it does half-damage to the primary/secondary cells and quarter damage to tertiary cells.

This means that broadly speaking weapons set further into the hull will take less EMP damage as they will likely be further from the point of impact. Some niche cases exist where the point of impact may be in the middle of the ship, such as an Ion Cannon armed Claw or Thunder Heavy Interceptor Wing firing during overflight.

Weapon durability is 250/500/800 for small/medium/large turrets. If the weapon is mounted in a Hardpoint, rather than a turret, this durability is doubled. Potentially doubled by Armored Weapon Mounts. Mounts defined as Hidden cannot be disabled. Engine durability is based on hull size and size of the engine plume, with bigger engines on bigger ships being more durable.

Exact engine durability is a baseHP of 100/200/400/600/800 for fighter/frigate/destroyer/cruiser/capital and the following formula, where "size" is engine glow width + height, clamped to [0, 100]
maxHp = baseHP * (0.75 + (size/100 * 0.5))


The base repair time for weapons depend on whether the weapon is turret-mounted or hard-mounted, and does not depend the weapon type or what the individual weapon itself is. Turreted weapons repair in approximately 8-9/14/18-20 seconds, while hardpoint mounted weapons repair in approximately 15/20/25 seconds. Note that though hardpoints are more durable, they also take about 5-7 seconds longer to repair when they do break.

The base repair time of engines depend primarily on the size of the ship. Frigates/Destroyers/Cruisers/Capitals require approximately 9/13/16/20 second to repair their engines, respectively.

Repair time does not depend on the type of weapon that dealt the disabling blow: a Reaper to the back of an Onslaught that causes a flame-out will take the same 20 seconds to repair as a lone Ion Cannon.

From memory there are two different repair time counters. One shorter counter which can be delayed by damage recently and another longer timer which cannot be delayed. Repairs occur when either of those two timers reach their respective ends. Probably need to search Alex posts on the forum for the details

–TheWikiFish


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At least two versions out of date. Last verified for version 0.9. Please refer to Version History and update this page.

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