Demolitions encompasses the use of explosives to do damage to entities. At this time this solely impacts the use of explosives to breach locked doors.
Breaching a door requires the use of one or more explosives. Door breaching is available via a "Breach" button on the Locks page when the requirements are met. The requirements for door breaching to be possible are:
Assuming the requirements to breach a door are met, the character can select "Breach" This will then prompt the character to select the eligible explosives that are available for use. Explosives in a cargo container may not be used.
After selecting the explosives, the character will enter a time delay to arm the explosives. Failure to arm explosives will result in damaging them beyond repair.
If arming the explosives was successful, the character will now experience a countdown while waiting for the explosives to blow up. While arming explosives and during explosive countdowns, the character is unable to move nor complete any other actions due to the focus required to arm the explosive and than to take cover during the explosion. After the countdown completes, the explosives may explode or it may turn out that the explosives turned out to be non-functional. If the explosives do explode, they will cause some amount of damage to the door as well as to the entity the door is inside. Should the explosives succeed in breaching the door, characters, creatures and NPCs within the room on the other side of the door may take damage. Using more explosives than necessary to destroy the door will significantly increase the chance of the explosion backfiring, see Backfires. A successful explosion results in the owner of the entity being notified.
The explosive countdown provides a period of time during which the defender can respond by:
Both the attacker and the defender can trigger backfires. Where successfully breaching the door causes damage to the creatures, characters and NPCs on the opposite side, a backfire introduces the potential for damage to those passengers on the side the backfire is triggered. Highly-skilled characters will have a minimal, if any, chance of triggering a backfire. The exact equation is hidden. Should a backfire occur, the chances of taking damage are identical to those after a successful door breach.
Only certain types of explosives are suitable for blowing up doors. As a result, the following explosives are able to be used:
|Alpha Plus Charge|
|Class-A Thermal Detonator|
The explosive skill is utilized in the damage equation after the countdown completes. Explosive damage utilizes the same damage calculations as all other combat, however the weapon skill component is this explosive skill value.
The time to arm explosives is no less than 30 minutes. If arming more than 1 explosive, an extra 5 minutes is added per additional explosive. This additional time is to accommodate connecting the explosives together so that they explode at the same time. This timer is subject to any combat scaling timer in the current system.
The time to disarm explosives is a constant 30 minutes regardless of the number of explosives present. This timer is subject to any combat scaling timer in the current system.
The explosive countdown is a constant 4 hours regardless of the number of explosives in use. This timer is subject to any combat scaling timer in the current system.
The more explosives in use, the harder it is to arm them. This effect can be counteracted by characters who are highly skilled in heavy weapons.
The more explosives in use, the harder it is to disarm them. This effect can be somewhat counteracted by characters with strong repair or heavy weapons skills.
XP is only granted after a successful explosive countdown. In the event of a backfire from the use of too many explosives, no XP is rewarded.
When an explosive goes off inside an entity, the entity will take a small amount of damage, never to exceed a specified threshold. This occurs whether or not the door is breached (destroyed), only damaged or if the explosion backfires.
If the door is successfully breached, there is a chance of any character, creature or NPC taking damage. The chance of damage is calculated independently for each eligible passenger. The same is true for damage dealt as a result of a backfire, just with a different damage chance. The amount of damage will not kill a character. Creatures and NPCs may be killed if enough damage is done.