Hazards

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Hazards are random events that make life aboard the Daedalus more difficult. They have a chance of occurring at the start of each cycle, increasing in frequency as time passes aboard the ship.

Types of incidents

File:Exemple-surcharge.png
An electrical overload
Incident Cost[1] Probability Target Effect
Tremors 2 20.4% Rooms with crew members All crewmates in the room lose 1-3 HP. Associated death: Injuries.
Broken door 3 20.4% Functional doors A random door breaks down.
Fire 4 12.2% Rooms without an ongoing fire A fire starts in a random room. More info Main article: Fires.
Panic attack 2 10.2% Human crewmates The targeted crewmate loses 3 Morale. Can happen once per cycle per crewmate.
Oxygen leak 3 6.1% Functional oxygen reservoirs An oxygen tank malfunctions.
Electrical spike 8 6.1% Any room Breaks all equipment in the room (except doors). All crewmates present lose 3 HP. Associated death: Electrocuted.
Steel plate 2 6.1% Crewmates in any room The targeted crewmate loses 4-6 HP. Associated death: Steel plated. Can happen once per cycle per crewmate.
Fuel leak 3 6.1% Functional fuel tanks A fuel tank malfunctions.
Equipment failure 3 6.1% Functional equipment A random piece of equipment breaks down.
Disease 3 6.1% Human crewmates A human crewmate contracts a Diseases. Can happen once per cycle per crewmate.

Accidents

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

Many actions have a 1% chance of triggering clumsiness, causing the crewmate to lose 2 HP. These include:

  • Picking up any Item.
  • Repairing an item or piece of equipment.
  • Reinforcing the Daedalus's hull.
  • Installing or uninstalling a Camera Camera.
  • Working on PILGRED.

The likelihood of accidents can be reduced by holding the Protective Gloves Protective Gloves, or by completing the icon Underfloor Heating project.

Schrödinger Schrödinger has a separate, higher chance of injuring anyone who picks him up or cuddles him for -2 HP (except for Icon Raluca).

Difficulty system

The Daedalus accumulates incident points each cycle, which are then spent to trigger mishaps.

Incident points

Once Mush selection has occurred (either when 16 players have joined the ship, or the ship has reached Cycle 8 of Day 3), the Daedalus will begin to gain incident points at the start of each cycle. Incident points accumulate 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 Patching Up

The icon General Patching Up 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