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vgwiki>Fankserver Drone Power section: corrections — bay UI Drone Power is cosmetic (NOT in aggregates); DronePower formula term is a separately rolled stat line; skill nodes add slots without diluting flat-stat inheritance |
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[[File:Drone Gathering.png|thumb|500px|right|Drones doing drone work]] |
[[File:Drone Gathering.png|thumb|500px|right|Drones doing drone work]] |
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[[File:Droneskilltree.png|thumb|Drone Skill Tree|320px|right]] |
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Drones are autonomous craft deployed from a ship with a Drone Bay, which can be configured to do any type of activity - [[Combat]], [[Mining]], [[Salvage]], or utility. |
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The individual setup of drones is entirely up to the Player. It's quite common to use drones for defense while main turrets are dedicated to mining, or vice versa. |
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Drones are autonomous craft deployed from a ship with a Drone Bay, which can be configured to do any type of activity - [[Combat]], [[Mining]] or [[Salvage]]. |
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[[Echo|ECHO]] can use Drones, and will actively deploy and return them to the Ship when it decides to leave a POI. The Player can also deploy them manually by clicking the "Deploy" button at the bottom of the screen. |
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The individual setup of drones is entirely up to player. It's quite common to use drones for defence while main turrets are dedicated to mining, or vice versa. |
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[[Echo|ECHO]] can use drones, and will actively deploy them and returns them to the Ship when it decides to leave a POI. Player can also deploy them manually by clicking the "Deploy" button at the bottom of the screen. |
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Drones can be destroyed by environmental hazards or by enemy activity. When destroyed, the Drone Bay will manufacture new ones after a short delay. Leaving drones behind when doing an Emergency Jump is also not an issue, as the drones will be reset by the time they are re-deployed. |
Drones can be destroyed by environmental hazards or by enemy activity. When destroyed, the Drone Bay will manufacture new ones after a short delay. Leaving drones behind when doing an Emergency Jump is also not an issue, as the drones will be reset by the time they are re-deployed. |
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== '''Drone types''' == |
== '''Drone types''' == |
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Available types depend on the skills unlocked in the Drone Tree. |
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{| style="background:transparent; border:none;" |
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[[File:Drones.png|500px|right|thumb|Example Drone Layout]] |
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| valign="top" | |
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{| class="wikitable" |
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Available Drone types depend on the Drone skills unlocked. Basic ones (mining laser, salvage laser, combat laser) are always available, while advanced drone types (mining core, salvage harpoon, combat missile) are unlocked by '''Advanced Drone Access''' skill. |
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|+Basic Drones (available with out Skills) |
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|Combat Laser |
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{| class="fandom-table" |
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|Fast Short ranged laser Drone. |
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|+Advanced Drone Access skill |
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|- |
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![[File:Drone Skill Tree.png]] |
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|Mining Surface |
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|Surface mining laser Drone. |
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|- |
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|Salvage Surface |
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|Surface Salvaging laser Drone. |
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|- |
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! colspan="2' | Advanced Drones (unlocked with '''Advanced Drone Access''' skill) |
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|- |
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|Combat Missile |
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|Long range missile Drone. |
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|- |
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|Mining Core |
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|Drills into the Core of the Asteroid, Core mining. |
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|- |
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|Salvage Harpoon |
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|Harpoons onto Wreackiges, Core Salvaging. |
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|- |
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! colspan="2' | Utility Drones {{Beta}} (unlocked With '''Utility Drone Access''' skill) |
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|- |
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|Painter |
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| -15% Damage Reduction on target, Won't stack. |
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|- |
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|Scanner |
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|Increase yield by 20% on target, Won't stack. |
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|- |
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|Shield Repair |
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|Repair Beam, restores Shields. |
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|- |
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|} |
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| valign="top" | |
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{| class="wikitable" |
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|+Advanced/Utility (beta) Drone Access skill |
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![[File:Drone Skill unlocks.png]] |
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![[File:Drone Types.png]] |
![[File:Drone Types.png]] |
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|} |
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|} |
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[[File:Drones.png|500px|right|thumb|Example Drone Layout]] |
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== '''Behaviour''' == |
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== '''Behavior''' == |
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Once released, drones act on their own for most activities. They can be re-focused on a single Object by |
Once released, drones act on their own for most activities. They can be re-focused on a single Object by clicking it - be it an asteroid or a combat vessel. |
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In combat all drones will focus the target clicked or that attacks the player first unless ordered otherwise. |
In combat all drones will focus the target clicked or that attacks the player first unless ordered otherwise. |
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While [[Mining]] or [[Salvage]], once set free, drones start targeting everything in sight. When autopiloting/idling, [[Echo|ECHO]] will direct them to targets to focus on - whichever target ECHO chooses first. |
While [[Mining]] or [[Salvage]], once set free, drones start targeting everything in sight. When autopiloting/idling, [[Echo|ECHO]] will direct them to targets to focus on - whichever target ECHO chooses first. |
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== '''Drone Power''' == |
== '''Drone Power''' == |
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[[File:Drone mechanics v2.jpg|800px|thumb|right|Drone Power Distribution. Disclaimer: AI created image]] |
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When a drone fires, |
Drones don't have their own isolated Power. When a drone fires, it draws from a '''shared pool''' built from the ship's matching activity Power (Combat/Mining/Salvage — see [[Power]]), the ship's <code>Drone Power</code> stat, and the sum of every loaded drone's own Power. That pool is then sliced into per-drone attack power by a per-turret formula. |
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In rough terms: |
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<pre> |
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shared pool = ship's PowerStat (its CombatPower / MiningPower / SalvagePower) |
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+ ship's DronePower (rolled stat line on the bay or other module) |
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+ sum of every loaded drone's own PowerStat (firing drone included) |
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</pre> |
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* Adding more drone slots adds firepower overall, but each individual drone's per-shot power drops slightly as the pool is shared more ways. |
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That pool is divided by the ship-wide <code>equivalentTurrets</code> (ship hardpoints '''plus''' drone slots of the same class), the stacking penalty is applied, then the drone turret's own size rating and weapon-model multiplier scale the slice. |
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* The bay's tooltip "Drone Power" figure is cosmetic, it tells you what each loaded drone's turret is rated at, not the actual stat used in damage math. |
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* Drone shots feed off ship Power (a mining drone would use Mining Power), but the reverse is also true, drones' own Power contributes to '''ship''' turret damage. |
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'''Pools are effectively per class.''' Combat, mining, and salvage each see their own pool from the matching ship PowerStat. The drone-side sum has no class filter in code, but off-class drones report 0 for the irrelevant power stat, so a mixed bay's pools don't cross-pollute in practice. The <code>DronePower</code> stat line, when present, is added on top of every class pool the bay's drones use. |
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'''The bay's UI "Drone Power" is not the same as the formula's <code>DronePower</code>.''' The figure shown on the drone bay item (<code>per-drone laser rating × slot count</code>) is cosmetic — it tells you what each loaded drone's turret is rated at, nothing more. The <code>DronePower</code> stat that feeds the pool is a separately rolled stat line on equipment (the bay item may roll it, may not). On most bays it's 0. |
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'''Skill nodes add slots without diluting flat-stat inheritance.''' The <code>Drone Squad Expansion</code> / <code>Expanded Drone Control</code> skills raise the drone count without changing the bay item's underlying slot field, so each existing drone's share of commander flat stats stays the same — the new drones just join at the same share each. (The shared pool's slice per drone does shrink slightly as the bay's <code>equivalentTurrets</code> weight grows, but total drone-side DPS rises.) |
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'''Bay → ship is one-way.''' Drones' own per-turret power does '''not''' feed ship turrets — only the ship's own hardpoints and rolled stat lines contribute to a ship turret's attack power. The bay's UI Drone Power figure is never added to ship aggregate PowerStats. |
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''For the full damage formula, the per-stat inheritance rule (flat ÷ slots vs. percent full), the blocked-stat list, player-only skill paths, and a worked example with 10k MiningPower / 6k bay / 2 drones, see [[Damage and mitigation#Drones|Damage and mitigation § Drones]].'' |
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== '''Drone Bays and Skills''' == |
== '''Drone Bays and Skills''' == |
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Drone Bays exist in all rarities and sizes. Depending on the Size the bay can store and control different amounts of Drones. |
Drone Bays exist in all rarities and sizes. Depending on the Size the bay can store and control different amounts of Drones. |
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{| style="background:transparent; border:none;" |
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{| class="fandom-table" |
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| valign="top" | |
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|+Drone Bay sizes |
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{| class="wikitable" |
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|+Drone Bay Slots Base off Sizes |
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|- |
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!Size |
!Size |
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![[File:Small Drone Bay.png|thumb|center|Small]] |
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!Small |
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![[File:Medium Drone Bay.png|thumb|center|Medium]] |
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!Medium |
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![[File:Drone Bay Large.png|thumb|center|Large]] |
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!Large |
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|- |
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!Base Drones |
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|3 |
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|6 |
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|9 |
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|- |
|- |
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!Aspects |
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!Picture: |
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| 2x Extended Drone Bay +1: +2 |
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| 2x Oversized Drone Bay +2: +4 |
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| 2x Oversized Drone Bay +2: +4 |
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|- |
|- |
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! Skills |
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!Max Drones: |
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| Drone Squad Expansion / |
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!3 (5*) (7**) |
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Expanded Drone Control: +2 |
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!6 (10*) (12**) |
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| Drone Squad Expansion / |
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!9 (13*) (15**) |
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Expanded Drone Control: +2 |
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| Drone Squad Expansion / |
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Expanded Drone Control: +2 |
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|- |
|- |
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!Hull Milestones |
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!*With Aspect: |
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| +3 |
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!Up to 2 more Drones |
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| +3 |
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with Extended Drone Bay |
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| +3 |
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!Up to 4 more Drones |
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with Oversized Drone Bay |
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!Up to 4 more Drones |
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with Oversized Drone Bay |
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|- |
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!Total Drones |
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!**With Skills: |
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| 10 |
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!Up to 4 more Drones |
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| 15 |
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with the Skills: <br> |
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| 18 |
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Drone Squad Expansion / Expanded Drone Control |
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!Up to 6 more Drones |
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with the Skills:<br> |
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Drone Squad Expansion / Expanded Drone Control |
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!Up to 6 more Drones |
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with the Skills: <br> |
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Drone Squad Expansion / Expanded Drone Control |
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|} |
|} |
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| valign="bottom" | |
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{| class="wikitable" |
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| [[File:Drone slots.png]] |
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|} |
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|} |
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There are 2 Drone Bay exclusive [[Aspects]] that increase the maximum amount of Drones that can be stored and controlled. |
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There are 2 Drone Bay exclusive [[Aspects]] that increase the maximum Amount of Drones that can be stored and controlled. |
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== '''Unassigned Drones''' == |
== '''Unassigned Drones''' == |
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Drone Bay View:<br> |
Drone Bay View:<br> |
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[[File:Drone Bay View.png]] |
[[File:Drone Bay View.png]] |
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== '''Drone Mechanics Calculations''' == |
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<pre> |
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combatDronePool = commanderCombatPower + commanderDronePower + sum(all combat drones' CombatPower) |
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combatEquivalentTurrets = sum(ship combat turret ratings) + sum(combat drone ratings) |
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sharedCombatPower = combatDronePool / combatEquivalentTurrets |
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sharedCombatPowerAfterPenalty = sharedCombatPower * crowdPenalty |
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attackPowerPerDroneTurret = sharedCombatPowerAfterPenalty * droneTurretRating * droneTurretPowerMultiplier |
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damagePerShot = ( attackPowerPerDroneTurret / 5 ) * random(0.8 to 1.25) / defaultAttacksPerSecond |
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damageAfterCrit = damagePerShot * (2 + critDamage)^critCount |
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finalOutgoingDamage = damageAfterCrit * (1 + typeBonus + genericDamageBonus) |
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finalTakenDamage = finalOutgoingDamage * max(0.2, 1 - reduction - resist) |
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remainingDamage -> shield -> armor -> hull |
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</pre> |
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[[Category:Game Concepts]] |
[[Category:Game Concepts]] |
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Latest revision as of 11:22, 3 July 2026


Drones are autonomous craft deployed from a ship with a Drone Bay, which can be configured to do any type of activity - Combat, Mining, Salvage, or utility.
The individual setup of drones is entirely up to the Player. It's quite common to use drones for defense while main turrets are dedicated to mining, or vice versa.
ECHO can use Drones, and will actively deploy and return them to the Ship when it decides to leave a POI. The Player can also deploy them manually by clicking the "Deploy" button at the bottom of the screen.
Drones can be destroyed by environmental hazards or by enemy activity. When destroyed, the Drone Bay will manufacture new ones after a short delay. Leaving drones behind when doing an Emergency Jump is also not an issue, as the drones will be reset by the time they are re-deployed.
Drone types
Available types depend on the skills unlocked in the Drone Tree.

Behavior
Once released, drones act on their own for most activities. They can be re-focused on a single Object by clicking it - be it an asteroid or a combat vessel.
In combat all drones will focus the target clicked or that attacks the player first unless ordered otherwise.
While Mining or Salvage, once set free, drones start targeting everything in sight. When autopiloting/idling, ECHO will direct them to targets to focus on - whichever target ECHO chooses first.
Drone Power
Drones don't have their own isolated Power. When a drone fires, it draws from a shared pool built from the ship's matching activity Power (Combat/Mining/Salvage — see Power), the ship's Drone Power stat, and the sum of every loaded drone's own Power. That pool is then sliced into per-drone attack power by a per-turret formula.
In rough terms:
- Adding more drone slots adds firepower overall, but each individual drone's per-shot power drops slightly as the pool is shared more ways.
- The bay's tooltip "Drone Power" figure is cosmetic, it tells you what each loaded drone's turret is rated at, not the actual stat used in damage math.
- Drone shots feed off ship Power (a mining drone would use Mining Power), but the reverse is also true, drones' own Power contributes to ship turret damage.
Drone Bays and Skills
Drone Bays exist in all rarities and sizes. Depending on the Size the bay can store and control different amounts of Drones.
|
|
There are 2 Drone Bay exclusive Aspects that increase the maximum amount of Drones that can be stored and controlled.
Unassigned Drones
If a Drone Bay has free/unassigned drone Slots, the game will fill them up randomly. It's best to choose Drones until all slots are filled.






