Vehicle Systems

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Units in SSNT will be customized with various systems. The systems in SSNT differ from similar concepts in Homeworld series, Eve online or the Nexus in one very important aspect –vehicles in SSNT is built from their subsystems, if all subsystems are removed, and the vehicle ceases to exist.


Because of this, some subsystems cannot be removed. For example, every vehicle has a command subsystem, for example, if it’s disabled or removed so is the unit AI for that vessel. A player cannot remove this system while changing loadout for a unit. These critical subsystems include modules that make up the internal structure, engines, reactors, fuel tanks and command and control.


Internal structural systems serve no purpose besides connecting systems to one another. If a structure system is disabled then normally connected system would be disconnected, that means reactor and engines might not be getting fuel, and weapons and electronics may not be getting power.


Systems, regardless if they are critical, could be disabled by overheating, armor penetration or damage inflicted to its electronics by EMPs. But kinetic energy or concentrated thermal energy can cause a more severe form of damage – by physically removing one or more subsystem from the vessel. This form of damage may not be repaired by any engineering systems that may remain functional. Severed Systems are only replaced when the unit is reinforced. Finally, sufficiently large amount of thermal energy (such as that delivered by Tactical Weapons) could vaporize a system. If that happens, the player on the receiving end probably have something better to worry about then trying to repair it.


A vessel is declared a complete loss if all one type of critical system is disabled, for example If all its structural systems, or fuel systems are disabled. However, even a completely destroyed vessel will not explode – usually, the wrecked vessel will drift around until it’s salvaged, crash into something, or the round ends.

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