Damage hullmods
Damage hullmods (d-mods) are hull modifications that represent lasting damage to a ship hull. They impose a range of negative aspects on those hulls as well as a few positives.
Sources
Ships used by pirates start with d-mods built-in. Ships destroyed in battle & recovered in the post-battle recovery commonly have at least one d-mod. It is possible for a ship to be destroyed & recovered without acquiring a new d-mod, although this is rare. In a similar fashion derelict ships that are recovered often have d-mods but rarely may have none.
Removing
D-mods can be removed at the refit area of a market with the Restore function. The cost is proportional to the base cost of the ship & how many d-mods it has, with a base multiplier of 1.2× and another 1.2× mult for every d-mod present (The formula therefore is: (baseShipHullCost * 1.2) * (1.2^dModCount)). All d-mods will be removed at once; it is not possible to selectively remove d-mods. Because removing even a single d-mod costs considerably more than buying a new pristine hull, it's only worthwhile for ships that cannot be purchased easily.
D-mods can also be slowly removed over time with the Hull Restoration skill which provides a chance, of unspecified likelihood, to remove from one ship in your fleet per month. The ship and D-mod removed are both selected at random whenever the skill takes effect making it primarily useful for ships one intends to retain or high value vessels recovered from battle that can be carried for several months. This skill also provides a higher but still unspecified chance of removing D-mods from recently acquired ships such as battle salvage. The higher number of D-mods the recovered ship has, the more likely for the removal to occur.
Carriers & Phase Ships
Carriers & phase ships have specific d-mods that can only apply to them & impact their specific features, Damaged Flight Deck & Phase Coil Instability, respectively. These types of ships also have a higher chance of acquiring those d-mods before other d-mods.
Positives
Positives of d-mods include a 20% reduction in deployment costs per d-mod. The Industry skills Safety Procedures, Recovery Operations & Field Repairs interact with d-mods or associated game mechanics to provide various bonuses. It is possible to utilize these skills to run "junker" fleets which make use of any & every nominally subpar hull to snowball into a giant fleet very quickly.
Change History
0.9
- Non-combat ships no longer get d-mods that have little practical effect on them
- The following mods apply:
- Degraded Engines
- Compromised Storage
- Structural Damage (only when ship is destroyed then recovered)
- Note: this only affects freighters/tankers/etc, not combat "Civilian-grade Hull" ships such as the Venture
- Added new d-mods:
- Increased Maintenance: higher supplies/month and crew requirements, applies to civilian and combat ships
- Erratic Fuel Injector: increases fuel use, applies to civilian and combat ships