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Drones: Difference between revisions

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vgwiki>Fankserver
Rewrite Drone Power section: shared pool model (ship PowerStat + bay DronePower + drones' own), per-class pools, link to Damage and mitigation for full formula
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 mechanics v2.jpg|800px|thumb|right|Drone Power Distribution. Disclaimer: AI created image]]
[[File:Drone mechanics v2.jpg|800px|thumb|right|Drone Power Distribution. Disclaimer: AI created image]]


When a drone fires, the game pools its power from three places and then divides that pool across all turrets (ship turrets + drone slots) of the same class. The pool a drone shot sees is:
When a drone fires, the game builds a '''shared power pool''' from three places, then runs the standard per-turret attack-power formula on it:


<pre>
<pre>
shared pool = ship's PowerStat (CombatPower / MiningPower / SalvagePower)
shared pool = ship's PowerStat (its CombatPower / MiningPower / SalvagePower)
+ ship's DronePower (the bay's drone-power stat line)
+ ship's DronePower (rolled stat line on the bay or other module)
+ sum of every drone's own PowerStat (each loaded drone's turret rating)
+ sum of every loaded drone's own PowerStat (firing drone included)
</pre>
</pre>


That pool is then run through the standard per-turret attack-power formula — divided by the ship-wide <code>equivalentTurrets</code> (counting ship hardpoints '''and''' drone slots of the same class), reduced by the stacking penalty, and scaled by the drone turret's own size rating and weapon-model multiplier.
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.


'''Power pools are per class.''' Combat, mining, and salvage each have their own pool combat-drone power doesn't help mining drones and vice versa. The bay's own <code>DronePower</code> stat is shared into '''each''' class pool the bay's drones use; if you mix 2 combat + 2 salvage drones, the bay's DronePower contributes to both the combat pool and the salvage pool.
'''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.


'''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.
'''Example''': Drone Bay with 4 slots, 2 combat drones (each laser rated 500 CombatPower) + 2 salvage drones (each harpoon rated 500 SalvagePower), bay listed at 1,000 DronePower; ship has no other combat or salvage turrets and 0 CombatPower / 0 SalvagePower from other sources.


'''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.)
* Combat pool seen by either combat drone = 0 (ship) + 1,000 (bay DronePower) + (500 + 500) (the two combat drones) = '''2,000'''
* Salvage pool seen by either salvage drone = 0 (ship) + 1,000 (bay DronePower) + (500 + 500) (the two salvage drones) = '''2,000'''


'''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.
Each drone then takes a slice of its class pool sized by its own turret rating (1, for a Small drone laser), with the standard stacking penalty applied to the bay's combined equivalent-turret weight.


''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]].''
'''The bay's contribution is one-way.''' The bay's <code>DronePower</code> feeds drone shots (via the pools above), but the drones' own per-turret power does '''not''' feed ship turrets — only the ship's own hardpoints contribute to a ship turret's attack power.

''For the full damage formula, per-turret attack power derivation, and a detailed worked example, see [[Damage and mitigation#Drones|Damage and mitigation § Drones]].''


== '''Drone Bays and Skills''' ==
== '''Drone Bays and Skills''' ==

Revision as of 11:50, 18 May 2026

Drones doing drone work

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.

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.

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.

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

Example Drone Layout

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.

Advanced Drone Access skill

Behaviour

Once released, drones act on their own for most activities. They can be re-focused on a single Object by double-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

Drone Power Distribution. Disclaimer: AI created image

When a drone fires, the game builds a shared power pool from three places, then runs the standard per-turret attack-power formula on it:

shared pool = ship's PowerStat                    (its CombatPower / MiningPower / SalvagePower)
            + ship's DronePower                   (rolled stat line on the bay or other module)
            + sum of every loaded drone's own PowerStat (firing drone included)

That pool is divided by the ship-wide equivalentTurrets (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.

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 DronePower stat line, when present, is added on top of every class pool the bay's drones use.

The bay's UI "Drone Power" is not the same as the formula's DronePower. The figure shown on the drone bay item (per-drone laser rating × slot count) is cosmetic — it tells you what each loaded drone's turret is rated at, nothing more. The DronePower 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.

Skill nodes add slots without diluting flat-stat inheritance. The Drone Squad Expansion / Expanded Drone Control 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 equivalentTurrets weight grows, but total drone-side DPS rises.)

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.

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.

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.

Drone Bay sizes
Size Small Medium Large
Picture:
Max Drones: 3 (5*) (7**) 6 (10*) (12**) 9 (13*) (15**)
*With Aspect: Up to 2 more Drones

with Extended Drone Bay

Up to 4 more Drones

with Oversized Drone Bay

Up to 4 more Drones

with Oversized Drone Bay

**With Skills: Up to 4 more Drones

with the Skills:
Drone Squad Expansion / Expanded Drone Control

Up to 6 more Drones

with the Skills:
Drone Squad Expansion / Expanded Drone Control

Up to 6 more Drones

with the Skills:
Drone Squad Expansion / Expanded Drone Control

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.

Drone Bay View:

Drone Mechanics Calculations

combatDronePool = commanderCombatPower + commanderDronePower + sum(all combat drones' CombatPower)

combatEquivalentTurrets = sum(ship combat turret ratings) + sum(combat drone ratings)

sharedCombatPower = combatDronePool / combatEquivalentTurrets

sharedCombatPowerAfterPenalty = sharedCombatPower * crowdPenalty

attackPowerPerDroneTurret = sharedCombatPowerAfterPenalty * droneTurretRating * droneTurretPowerMultiplier

damagePerShot = ( attackPowerPerDroneTurret / 5 ) * random(0.8 to 1.25) / defaultAttacksPerSecond

damageAfterCrit = damagePerShot * (2 + critDamage)^critCount

finalOutgoingDamage = damageAfterCrit * (1 + typeBonus + genericDamageBonus)

finalTakenDamage = finalOutgoingDamage * max(0.2, 1 - reduction - resist)

remainingDamage -> shield -> armor -> hull