Point-defense drone: Difference between revisions

Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
(note boot)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
(27 intermediate revisions by 7 users not shown)
Line 1: Line 1:
<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
{{Item
{{Item
| title = {{Qud text|point-defense drone}}
| title = {{Qud text|point-defense drone}}
| image = pointdefense drone.png
| image = pointdefense drone.png
| overrideimages = {{altimage start}}{{altimage | pointdefense drone identified.png | type = identified}}{{altimage | pointdefense drone unidentified.png | type = unidentified}}{{altimage end}}
| pv = 9
| pv = 9
| maxpv = 9
| maxpv = 9
| damage = 1d10
| damage = 1d10
| av = 0
| av = 0
| dv = 0
| weight = 5
| weight = 5
| featureweightinfo = yes
| commerce = 800
| commerce = 800
| ammo = energy
| ammo = energy
| ammodamagetypes = Light</br>Heat
| ammodamagetypes = Light</br>Laser
| energycellrequired = yes
| ismissile = yes
| accuracy = 12
| accuracy = 12
| shots = 1
| shots = 1
| chargeused = 100
| ammoperaction = 1
| chargefunction = Weapon power
| chargeused = 102
| chargefunction = Weapon Power [100], PointDefense [1], PoweredFloating [1]
| id = Point-Defense Drone
| id = Point-Defense Drone
| complexity = 6
| complexity = 6
Line 21: Line 28:
| candisassemble = yes
| candisassemble = yes
| colorstr = &amp;c
| colorstr = &amp;c
| tilecolors = cR
| renderstr = *
| renderstr = *
| extra = {{Extra info|empsensitive = yes | metal = yes | energycellrequired = yes}}
| extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | metal = yes | energycellrequired = yes | energyammoloader = yes}}
| inheritingfrom = Item
| inheritingfrom = BaseFloat
| dynamictable = {{Dynamic object|Items|Point-Defense Drone}}
| unidentifiedimage = pointdefense drone unidentified.png
| unidentifiedname = weird artifact
| unidentifiedaltname = spikey ball
| wornon = Floating Nearby
| wornon = Floating Nearby
| supportedmods = MissileWeaponMods,CommonMods,ElectronicsMods
| desc = It's a robotic eye lidded by a furcate chassis and embellished with antenna lashes. A minuscule barrel pokes out from its pupil and vibrates. The inner lid is articulated, allowing the drone to scan for incoming projectiles and shoot them down with laser light.
| desc = It's a robotic eye lidded by a furcate chassis and embellished with antenna lashes. A minuscule barrel pokes out from its pupil and vibrates. The inner lid is articulated, allowing the drone to scan for incoming projectiles and shoot them down with laser light.
| categories = Items
 
{{Qud shader|rules|{{(}}Weapon Class: Pistol
Accuracy: Low
Spray fire: This item can be fired while adjacent to multiple enemies without risk of the shot going wild.{{)}}}}
{{Qud shader|rules|{{(}}Compute power on the local lattice increases this item's effectiveness.{{)}}}}
| categories = Floating Nearby
| gameversion = 2.0.206.57
}}
}}
When powered, equipped, and [[Boot sequence|booted up]], shoots down incoming projectiles such as missiles, grenades, and lead slugs from hostile turrets.
<!-- END QBE -->When powered, equipped, and [[Boot sequence|booted up]], has a chance to shoot down and destroy incoming projectiles such as missiles, grenades, and lead slugs.
 
The chance that the {{name}} will attempt to shoot down an incoming projectile depends on the type of projectile and whether the {{name}} is [[overloaded]]. Each time that a hostile projectile moves 1 tile on its trajectory, the {{name}} will have a chance to "notice" that projectile and begin targeting it, as listed in the table below.{{Code Reference|class=PointDefense}} After the {{name}} has "noticed" a projectile and begins targeting it, it will fire on the projectile with its laser in an attempt to destroy it. The drone's laser is subject to normal [[Missile_weapon_combat#Missile_Weapon_Accuracy|missile weapon accuracy]] rules, and can potentially miss the incoming projectile when it attempts to shoot at it.
{| class="wikitable"
! Projectile Type
! Chance to Notice the Projectile<br>Each Time the Projectile Moves 1 Tile
! [[Compute power]] to reach 100%
! Chance to Notice when Overloaded
! Compute power to reach 100%
|-
| Explosives
| 80%
| 25
| 90%
| 12
|-
| [[Thrown_weapon_combat#List_of_Thrown_Weapons|Thrown weapons]]
| 90%
| 12
| 100%
| 0
|-
| Arrows
| 70%
| 43
| 80%
| 25
|-
| Slugs
| 40%
| 150
| 50%
| 100
|-
| Energy projectiles
| 0%
| --
| 0%
| --
|}
 
==References==
<references />
 
{{Floating Nearby Objects Navbox}}
[[Category:Floating Nearby]]
19,173

edits