Combat: Difference between revisions
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When a Droid that sends distress calls takes an attacker as its target, it broadcasts the attacker's name and its sector. The distress system remembers that attacker; a player credited with destroying it while the call is active can receive a bonus based on the Droid's class and have that faction's hostility cleared. See [[Droids]] and [[Kill credit]]. | When a Droid that sends distress calls takes an attacker as its target, it broadcasts the attacker's name and its sector. The distress system remembers that attacker; a player credited with destroying it while the call is active can receive a bonus based on the Droid's class and have that faction's hostility cleared. See [[Droids]] and [[Kill credit]]. | ||
NPC fights are deliberately paced more slowly than fights against players, so that users have a chance to notice and attempt a rescue if desired. Cybertrons and Droids targeting another NPC receive a longer interval between behavior updates. Standard and hyper-phaser hits between NPCs also have a toughness-based cap on ''unshielded hull damage'', preventing a powerful phaser shot from ending the fight in one hit. This cap does not describe damage against player ships or every other weapon and shield interaction. See [[Phasers]]. | Fights between NPCs are not simulated; both NPC ships use their existing combat and evasion behavior against each other. However, NPC fights are deliberately paced more slowly than fights against players, so that users have a chance to notice and attempt a rescue if desired. Cybertrons and Droids targeting another NPC receive a longer interval between behavior updates. Standard and hyper-phaser hits between NPCs also have a toughness-based cap on ''unshielded hull damage'', preventing a powerful phaser shot from ending the fight in one hit. This cap does not describe damage against player ships or every other weapon and shield interaction. See [[Phasers]]. | ||
== Other threats and rules == | == Other threats and rules == | ||