This page explains the effects that certain weapons inflict on their enemies. It’s imperative to understand them in order to avoid or make better use of status-effecting weapons. Status in Foresight can be stacked and its duration is at present, timed separately.
Some statuses can deliver extreme damage more than the overall damage of the weapon itself.
Some statuses work on repairing or recovering the ship. Detailed to be revealed below.
Splash damage is indicated in RED. All other novas, shock waves and shock bubbles are not considered splash.
Splash damage occurs when certain types of weapons hit their targets. Once that happens, a spherical area around the hit area will suffer a certain amount of damage immediately. Splash Damage in itself, while technically, not a status effect, it can propagate status effects to ships within the splash radius.
This status is triggered on ships that had been hit by bacteria-based weaponry. Bacteria is known to survive in the vacuum of space. Upon latching onto a solid surface, it begins to work its way through; chewing into the armour, fuselage and eventually, weaken the ship.
Its effect works like poison, damaging ships over period of time and are characterised by the following:
- Status effect might take a long time to wear off
- Notwithstanding to receiving further damage, bacteria do not corrode starships to the point of destruction. It will continue to function, countering any rejuvenation or repairs but will not destroy a starship or structure on its own.
- Bacteria corrosion does destroy fighters.
- Bacteria corrosion doesn’t work on shields. Ships with shields will not suffer the effects as long as it’s being shielded. However, if an unshielded ship gets hit, its corrosion effects persists even after shields are being generated.
This status is triggered on ships that are being hit by certain Incendiary or certain Plasma weaponry. Works by sticking onto a solid surface, using its material to fuel its flames.
Its characteristics are as follows:
- Status effect might wear off a lot sooner than expected.
- Conflagration functions steadily and can potentially destroy any craft.
- Conflagration works on shields, but simmers down immediately once the shield drops to zero. Recharging of shields thereafter will not resurrect the effect.
- Conflagration doesn’t “jump” from shields to armour. This means, if the shields were weakened till zero, it’ll not continue to damage the armour.
Perhaps the most powerful status effect ever. It’s caused by nuclear-based weaponry and will damage the target in a very peculiar manner; using the target’s total health as the reference. This also means Irradiation can kill any units with a finite dosage. Most nuclear weapons in Foresight have a nasty splash radius, which irradiates targets around the main target once the projectile/weapon hits.
Example: If a ship has 1000 armour hp and that the irradiation effect in this case does 5% damage per second over 10 seconds, the effect will deal damage to the target 10 times, once per second.
Here’s how it deals damage per second:
Actual Damage is calculated based on the target’s maximum statistics. Not current statistics.
|Time (secs)||Current Dmg %||Actual Dmg|
* Total damage: 102.4375 ~(10.2%) - this means, 10 dosages of Irradiation at this level will kill any units.
** Minimum damage is 1 point regardless of how small the percentage becomes
On top of that, here’re the rest of its characteristics:
- The more hit points a ship has, the more damage it’ll take. (in this case, increasing the cost of repairs if applicable)
- Irradiation will destroy the unit if its hit points cannot sustain its damage.
- Irradiation works regardless of shield status and isn’t affected by changes to the level of shields. If a ship with shields was irradiated, and that its shields worn off later on, the effect continues to damage the armour.
- Irradiation damages using the ship’s maximum statistics, effectively making it the most lethal status in Foresight.
- Irradiation delivered by splash damage can destroy surrounding units even when it had never sustain a direct hit from the original projectile.
Next, understanding Standing Orders
We’ve come to an end of Intermediate level topics. With playing experience you’ll soon be an efficient and wise commander. However, we still have one more section to cover – which is the Advanced section of the game.
Standing Orders can be very useful if used in a correct manner. The following page will talk about Standing Orders in great detail.
Next >>> [Understanding Standing Orders]