Equipment, Decay, Repairs
What do you need to bring on Missions, and what happens when you fail?
Last updated
What do you need to bring on Missions, and what happens when you fail?
Last updated
Weapons come in to primary subtypes and an expanding roster of secondary subtypes!
The primary two subtypes are Melee vs Ranged. The type of the weapon determines its basic attack range and whether or not it requires ammo, with ranged weapons needing ammo but functioning at a distance, while melee weapons do not need ammo and function at a shorter range
Secondary subtypes will expand over time, and influence the style of the basic attack as well as dictating the special attack of the weapon! Two examples are given below:
Axe Melee Secondary - Spin a full 360 degree attack that does major damage to all enemies
Rifle Ranged Secondary - Fire a spread of projectiles that penetrate enemies in a wide angle
Armor is divided primarily into its 3 primary subtypes which dictate their special ability
Armor Type T (Tenacity, or Tank) features stats that are consistent with a slower, tougher gameplay style generally, and have an ability that overs a massive damage shield for a short duration
Armor Type M (Mobility, or Melee) features stats that are consistent with a fast moving, aggressive playstyle generally, and have a dodge roll ability that makes the player immune to damage during the brief roll
Armor Type R (Reactive, or Ranged) features stats that are generally balanced in mobility but with offensive benefits while being light on the defensive value, and have an ability that knocks back and slows enemies within a range around the player
Utility equipment comes in a huge variety of styles, offering either a passive benefit or active ability that augments your gameplay! These can be defensive in nature or offensive, they may feature a mobility improvement or temporary buff, or a trade off of one stat for another!
The variety of Utility Gear can be extensive, and will expand over time as the game evolves!
Examples include a ranged cannon blast, a short range damage or healing aura, a bubble that blocks enemy ranged attacks, etc!
Ammunition is required by ranged weapons and may modify their basic attack with special traits, like piercing shots, greater range, explosive shots, and more!
Whenever a player goes on a mission with a ranged weapon, they must also equip Ammo, and that ammo will be consumed during the mission (whether or not the player succeeds)
Ammo will also provide flat damage benefits to the ranged weapon's basic and special attack
Consumables come in two Primary subtypes, Healing devices and Augment devices. These are treated similarly to Ammunition, where they are consumed during the mission whether or not the mission is successful, with the difference that a player may choose to bring up two two Consumables into each mission and they can be used with either a melee or ranged weapon. Players start with a basic healing device that is indestructible but not particularly effective beyond the earliest missions.
Healing devices restore health to the player, with higher tier devices having shorter cooldowns between uses and/or higher levels of heal restored. Some healing devices restore health immediately, while others restore health over time, and others form combinations of the two.
Augment devices are more varied, and provide temporary buffs to the player for a duration, with a varied cooldown. These can be extremely effective if used properly, and provide benefits such as resistance to damage, increases to speed, damage, or range, damage reflection, and more! Some augment devices come with significant buffs to a particular stat while penalizing another - play carefully!
When a player descends to the planet below to take on its Alien life, they're going to need to be prepared!
A player must have the following in order to go on a mission:
A Weapon (melee or ranged)
Armor
And to succeed on missions, especially higher tier missions, a player will likely also need:
Utility Gear
Healing devices
Augment devices
Ammunition (if using a ranged weapon)
Anytime a player goes on a mission, their gear will lose 2 durability (out of 100 maximum), and they'll lose another 8 durability if the player must be extracted by the EWS (emergency withdrawal system) - so be careful! There is not an option to withdraw from a mission without completing it or being extracted!
If your gear's durability is brought to 0, it does not break but cannot be used until repaired!
A player does not obtain ANY loot that is gained on a mission until they defeat the boss and choose to return to the ship! Any loot obtained by a player who is extracted by the EWS will be lost!
Equipment can be repaired!
In order to repair equipment, you can consume an equipment of the same rarity for a +50 to the durability, or the rarity below for a +10 to the durability
The simpler method is to use Repair Kits, which can be purchased from the Beyond Equipment Market for STARC!
A repair kit will restore 100 durability to a common equipment, 50 to uncommon, 25 to rare, 15 to epic, 10 to legendary, or 5 to mythic
Equipment at 0 durability can be scrapped into Repair Kits, based on the rarity of the equipment
Commons can be scrapped at a 40% chance to become a repair kit, and uncommon at an 80% chance. Starting at rare, you can scrap a piece of equipment for 1 repair kit, an epic for 2, legendary for 4, and mythic for 8. Scrapping into repair kits allows you to use different rarity equipment for repairs than would normally be possible, but is typically less efficient!
Abundant equipment first provided to the player or purchased from the market does not decay, but is low tier enough that even Mission 1 will be difficult to consistently complete!
Higher rarity indestructible equipment exists through special promotions only, like for Founders, and cannot be traded via the in-game market, but may be acquired through external marketplaces and imported to the game!