One of the first things I like to do for any game is to delve deep into the game mechanics. Since the wiki is still pretty bare bones, I'll have to seek info here instead.
Ship HP and module HP
How does the two relate? I see that keels add HP to the ship, but each module (including the keel itself) has its own HP pool. When a shot hits the ship, is the damage applied to both ship and module HP?
Additionally, one of the tooltips mentioned that modules are stronger if they're surrounded by other modules. How exactly does this work?
Supply hatch/Cargo door
It seems that its only purpose is to allow your designs to be built. It doesn't seem to do anything in-battle? Does this mean I can use it to surround my other modules as protection?
Berths/Quarters
Does losing them in battle mean you also lose the crew even if they're busy manning stations elsewhere on the ship? I noticed in the after battle report the ship/tank/building occasionally says the reason for its defeat is having lost all its crew quarters. If there's no penalty to losing them in battle, I will use them as padding around other modules.
Struts
The description says it's used to reinforce the construction. Do they actually provide some sort of structural benefit or are they only meant to be used to join sections together?
Terrain and hit detection
I noticed that shots can go through terrain. Are they only meant to be navigational obstacles rather than being actual cover?
2: That's were crew enter the ship. That includes enemy boarders, so perhaps you should consider defending it with guards.
3: It does not mean you can lose crew mid-battle... It simply means that if the battle ends and you're ship has no crew quarters, It's considered destroyed.
4: Yes it does provide structural benefit. In fact, until quite recently the used to be overpowered. But Zark nerfed them so were good now.
5: Hopefully, Zark WILL implement terrain hit detection soon... Just not yet.
1) & 4) There is no independent "shipHP" as far as I know. Health is determined purely on a module-by-module basis. Modules with other modules touching them have additional HP. Keels also contribute a bonus that adds HP evenly to all modules on the ship.
I made a post on Steam discussing adjacency in detail a while ago. Should still be relevant.
2) Primarily useful as a way into and out of the ship for troops, although any hole in the armor or exterior module will work just as well, so no need to protect it heavily.
Able Airman
One of the first things I like to do for any game is to delve deep into the game mechanics. Since the wiki is still pretty bare bones, I'll have to seek info here instead.
Ship HP and module HP
How does the two relate? I see that keels add HP to the ship, but each module (including the keel itself) has its own HP pool. When a shot hits the ship, is the damage applied to both ship and module HP?
Additionally, one of the tooltips mentioned that modules are stronger if they're surrounded by other modules. How exactly does this work?
Supply hatch/Cargo door
It seems that its only purpose is to allow your designs to be built. It doesn't seem to do anything in-battle? Does this mean I can use it to surround my other modules as protection?
Berths/Quarters
Does losing them in battle mean you also lose the crew even if they're busy manning stations elsewhere on the ship? I noticed in the after battle report the ship/tank/building occasionally says the reason for its defeat is having lost all its crew quarters. If there's no penalty to losing them in battle, I will use them as padding around other modules.
Struts
The description says it's used to reinforce the construction. Do they actually provide some sort of structural benefit or are they only meant to be used to join sections together?
Terrain and hit detection
I noticed that shots can go through terrain. Are they only meant to be navigational obstacles rather than being actual cover?
That's all I have for now.
Air Admiral
1: I honestly don't know....
2: That's were crew enter the ship. That includes enemy boarders, so perhaps you should consider defending it with guards.
3: It does not mean you can lose crew mid-battle... It simply means that if the battle ends and you're ship has no crew quarters, It's considered destroyed.
4: Yes it does provide structural benefit. In fact, until quite recently the used to be overpowered. But Zark nerfed them so were good now.
5: Hopefully, Zark WILL implement terrain hit detection soon... Just not yet.
Commander
1) & 4) There is no independent "shipHP" as far as I know. Health is determined purely on a module-by-module basis. Modules with other modules touching them have additional HP. Keels also contribute a bonus that adds HP evenly to all modules on the ship.
I made a post on Steam discussing adjacency in detail a while ago. Should still be relevant.
2) Primarily useful as a way into and out of the ship for troops, although any hole in the armor or exterior module will work just as well, so no need to protect it heavily.
3) Respawn said it well.
5) Yes.
Able Airman
Excellent. Thanks for the info.