Hazards: Difference between revisions
Created page with "Random events that make life aboard the Daedalus more difficult. They can occur at the start of each cycle, and their chance of happening increases over time and with the {{PA}} spent aboard the ship. == Types of incidents == thumb|An electrical overload {| class="wikitable" !Incident !Cost<ref>In incident points, see sections below</ref> !Probability !Target | !Effect..." |
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[[File:Exemple-surcharge.png|thumb|An electrical overload]] | [[File:Exemple-surcharge.png|thumb|An electrical overload]] | ||
== | == Hazards == | ||
[[File:Exemple-mort-maladresse.png|thumb|An accidental death caused by a mishap while attempting a repair]] | [[File:Exemple-mort-maladresse.png|thumb|An accidental death caused by a mishap while attempting a repair]] | ||
Revision as of 16:55, 14 May 2026
Random events that make life aboard the Daedalus more difficult. They can occur at the start of each cycle, and their chance of happening increases over time and with the Template:PA spent aboard the ship.
Types of incidents
Hazards
Most actions have a 1% chance of causing the loss of 2Template:PV.
The risk is especially high for repairs and taking Schrödinger, but it can be reduced with the Template:Projet project.
Difficulty system
The Daedalus accumulates incident points each cycle, which are then spent to trigger mishaps.
Incident points
At each cycle, if Mush have been selected, the Daedalus gains incident points according to the following rules:
| Base points | Day 1 | Day 2 | From Day 3 onward |
|---|---|---|---|
| +1 point per cycle | +2 points per cycle | +1 point per cycle | |
| Difficulty bonus | Hard mode (starting from Day 5): +1 + (current day - 5) additional points
Very hard mode (starting from Day 10): +2 + hard mode bonus + (current day - 10) additional points Activity overload (dynamic difficulty):
| ||
Incident triggering
At each cycle, if the Daedalus has accumulated incident points:
- A random roll determines whether incidents occur (probability = incident points ÷ 18).
- If successful, the game determines the list of valid incidents:
** The Daedalus must have enough points to "purchase" the incident ** The incident must have at least one valid target (for example, it is impossible to break a fuel tank if both are already broken).
- Points are then spent to trigger valid incidents until there are no more valid incidents or no more points to spend.
- Each type of incident has a cost in incident points and a weight (relative probability of being selected).
Protection: General Patchwork
The Template:Projet project provides a 15% chance per cycle to cancel all incidents during the cycle in which it activates.
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