Updated README
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README.md
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README.md
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@ -109,12 +109,11 @@ For battle purpose, the ship is to be considered "dead".
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Attributes represent a ship's ability to use its HSP system and weapons:
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* **Initiative** - Capacity to play before others in a battle
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* **Hull capacity** - Maximal Hull value (when the battle starts)
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* **Shield capacity** - Maximal Shield value (when the battle starts)
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* **Power capacity** - Maximal Power value
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* **Power generation** - Power generated at the end of a ship's turn
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* **Maneuverability** - Ability to move first and fast
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* **Precision** - Ability to target far and good
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* **Evasion** - Reduces incoming evadable damage
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These attributes are the sum of all currently applied effects (permanent effects from the ship design,
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or temporary effects caused by a weapon or a drone).
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@ -124,13 +123,11 @@ or temporary effects caused by a weapon or a drone).
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### Drones
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Drones are static objects, deployed by ships, that apply effects in a circular zone around themselves.
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They are small and cannot be the target of weapons or other effects.
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Drones activate between two ship turns. At each activation, the drone effects are applied to any ship
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in the surrounding zone. A drone will live for a given number of activations, before being destroyed.
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Drones are fully autonomous, and once deployed, are not controlled by their owner ship.
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They are small and cannot be the direct target of weapons.
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Drones consume power while deployed, that is restituted when recalled. At the end of the owner ship's
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turn, power consumption of all deployed drones is removed from generated power (if your starting power
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is 7, but have 2 drones with 3 power consumption, you will start the turn with 1 power).
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### Overheat/Cooldown
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@ -140,6 +137,19 @@ If an action has "overheat 2 / cooldown 3", using it twice in the same turn will
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overheat. It then needs three "end of turns" to cool down and be available again. Using this action
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only once per turn is safe, and will never overheat it.
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### Damage
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There are four types of damage:
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* Hull (damages the hull directly)
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* Shield (damages the shield directly, do nothing if there is no more shield)
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* Basic (will either be absorbed by shield, reducing its value, or by the hull when there is no shield)
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* Piercing (will reduce the shield and continue with the hull if the shield reaches 0)
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The default damage type when unspecified is *Basic*.
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Some damage may be evadable (a 3 damage will be reduced to 2 on a ship with evasion=1), some not.
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## Keyboard shortcuts
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### Global
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