Hazards

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Revision as of 16:45, 14 May 2026 by Kromzer0 (talk | contribs) (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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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

File:Exemple-surcharge.png
An electrical overload
Incident Cost[1] Probability Target | | | ---------------------------------------------------- | ------------ | ----------- | | | | | | | | | | Removes 1 to 3Template:PV from crew members present. Associated death: Injuries. | | | | | | | | | | | | | | | | | | | | | | File:Fire.png Fire | | | | | | | | | | Starts a fire in a random room. More info Main article: Fires. | | | | | | | | | | | | | | Removes 3Template:Moral from the crew member. Maximum once per cycle per character. | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Breaks all equipment (except doors), removes 3Template:PV from those present. Associated death: Electrocuted. | | | | | | | | | | | | | | | | Removes 4 to 6Template:PV from a crew member. Associated death: Metal plate. Maximum once per cycle per character. | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | A random piece of equipment breaks down. More info Main article: Breakdowns. | | | | | | | | | | | | | | | | | | | |

Mishaps

File:Exemple-mort-maladresse.png
An accidental death caused by a mishap while attempting a repair

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):

  • If the crew spends more than 7 Template:PA × number of living players per day, a multiplier is applied.
  • Formula: AP spent today ÷ (7 × living players)

Template:Inline box

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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  1. In incident points, see sections below