May 15,. However, there are some situations where it's still decently strong. Subscribe. The AI becomes absolutely terrified of corvettes. Make great raiders and. Destroyers and Cruisers are typically useless in the late-game; they do. Enterprise-D. In 1 collection by Chirumiru ShiRoz. . This government is a spiritualistic form of democracy, where a religious council supervises the democratic process and serves in an advisory role. Later on carrier battleships replace cruisers with 50% more overall hanger slots, and with carrier computer type they do even better against smaller ships. Then there is the one that decreases opponentsnshields by a substantial amount. High evasion fleets neuter missile fleets compared to traditional weapons. Stellaris is a sci-fi grand strategy game set 200 years into the future. Just be aware that I'm talking about fleets at/around Fleet Command cap, so ~8 corvettes per battleship. Leader XP gain reduction will now follow a curve, allowing you to hire more leaders. Well that's the start of an idea, if I know forums. Our coilgun has a tracking of 50%, and our lvl 2 sensors add another 5%, giving our shot a tracking value of 55%. – #Global Ship Designs. But what if defense platforms spammed corvettes without ftl capabilities, and no influence on naval cap (like fortresses spam defensive armies)? They would be viable, and I don't think it would break the game. 4 Claim influence cost. Really helps winning. dudewithnopurpose. Members. Accuracy-tracking-evasion-to hit. ago. With 2 Shield Caps, Orilium Ore, and using Psionic Shields I've been able to create Titans with 9000 Shields (5 Psionic Shields x 1250 Shields per Psionic Shields x 1. Leaders can also be appointed to the council in addition to and concurrent with their regular assignments. 2) Ringworlds are bread and butter for machines now. Naval logistics offices give 2 extra capacity to each Anchorage on the station, so the original 4 + 2 comes out to a 50% increase. Now, it is off the charts fun. 15 comments Best miggihasahat07 The cap is 90% Grox2006 • Is the cap applied before or after taking in account the tracking in the calculation ? stillnotking • 1 yr. 296. High Tracking Ships will target high evasion ships much more often. With the amount of HP a Behemoth Planetcraft has in the Gigastructural Engineering and More mod, I'm thinking of speccing it for speed - stacking % bonuses from Advanced Afterburners would give it a fair amount of NYOOOOM. I'd love to see in the ship designer all the math done right there. I have a modifier called 'Enhanced Ship Speed' which adds +15% Evasion and +15% Sublight Speed. My battles were always as a militarist with no retreat policy, this way you have less casualties cause their ships die faster. I've cared more about leaders in the last couple of days of play than in the entirety of my Stellaris play since launch. Tracking negates evasion, so no. Same thing for evasion. This is separate from your Naval Capacity (shown at the top of the screen). 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. Low Tracking Ships will try to avoid shooting at evasive ships. 23 =. All cost reduction techs are capped at 5 levels, so it is not possible to reach 0 build cost or maintenance. it's probably a bad idea, and there's. ANY amount of bonus evasion will always be better then amoeba's not attacking you. Are max evasion Destroyers the best ship design in Stellaris? Are they better than battleships? In this video we will find out! Lets look at how to assemble,. Bonus chance to hit comes from computers and auxiliary fire control. If you give it another module that gives +10% evade, the final evasion is 240, not 242. Evasion Cap increased to 190 (Still gets countered by Tracking) Ships will try to readjust their positions based on their tactics much more often. LHtherower • Shared Burdens • 1 yr. This mod is intended to improve your stellaris experience with adding bunch of new civics. The option to build a starbase will now be available. However, perhaps the biggest additions with Overlord are the five. For the first time ever on Ensign I was outscaled (while not tryharding. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). ago. First, let’s say I’m planning to use a…It looks like they forgot about machine empires for Libra. As I know evasion is caped at 90%. reduction modifiers divide an amount of a resource or attribute by a set amount. The evasion cap is too small and tracking or accuracy is too easy to acquire. Once the order is given, the work on the starbase will begin. 9 "Caelum" update is available now! The 3. Otherwise, use NSC and run 18 fighters on a single ship, 27 on your flagship, and laugh. Business, Economics, and Finance. So they are boxed in like a Stellaris player, playing on a 1000 star system, GA, no scaling, who smartly chose to only run with 2-3 scouts and now he's boxed in by his neighbors. the counter to evasion is tracking which again has different. After tracking is applied, the remaining evasion is subtracted from the weapon's accuracy, which is the final chance to hit. Hull components grant less than before. Consumes power. Leader cap is the best thing to happen to this game the whole time I've been playing which is over 2 years. TL;DR: Stellaris fighting is a big RNG you can help by choosing the right weapon for the right enemy. Twitch - A follow up to my previous video on Accuracy, Evasion and Tracking - This explains the differences in raw numbe. This mod is intended to improve your stellaris experience with adding bunch of new civics. component_template – #Components. first item under General. Call of War: World War II. 3. country_admin_cap_x: add, mult (Depreciated as of 3. I've noticed this as well. I think, it is not as useful as the 5 % more evasion, as space amboebas get more and more insigifcant as the game goes on, but more evasion stays important. For utility slots the Afterburner makes a lot of sense. The Titan class ship is considered one of the best ships to add to your fleets in Stellaris. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. Gestalt Consciousness empires use nodes rather than council leaders. Select a construction ship and right-click the system in the galaxy map. Noticed in one of my games that my corvettes were acting ♥♥♥♥♥♥♥♥ than usual, and found out that the evasion was stat was stuck at 0. R5: it is now possible to have 90% evasion cruisers! You need admiral with guerrila tactician (50% evasion), titan with Ancient target scrambler (+5 flat evasion), subrefuge tradition (+5 flat evasion), boon of the shroud (+40% evasion) and streamlined algorithms (+10% evasion). The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. The Fighter craft 2 has 5-13 100% acc and 90%. It can however be used without ACOT if you. Rule 5: This is the trait for an admiral when it becomes the chosen one. It only works against the crisis (Contingency, Unbidden, or Scourge). If a ship would normally have 90% accuracy and you have 60% evasion, this means the attacker gets only 30% accuracy. for example it shows evasion 0. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. Many of the other strong modifiers, such as evasion, disengage chance, pop growth, and jobs/population are also capped at 5 or 10 levels if they would be otherwise overpowered. Even better up against no retreat fleets. 8. For the swarm one, you mostly use it for corvettes and the difference is that precog has higher sublight speed while the sapient has higher evasion. Component. What do people do with extra resources, just sell them?. r/Stellaris A chip A chipThe Stellaris Command Limit is just another phrase for how big your individual fleets can get. If you double your leader cap, xp gain will be zero. 10 = 1. Huge alloy production is a must to reinforce fleet casualties. 1) The most common, engines. One nexus segment gives an absolute crapton of amenities. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. Well that's the start of an idea, if I know forums. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. Stellaris 50419 Bug Reports 30727 Suggestions 19123 Tech Support 2883 Multiplayer 377 User Mods 4631 Stellaris AAR (After Action Reports) Console edition 1214 1 2Evasion is 90% cap. 95% and 100% evasion corvettes have insanely high military power. 9 “Caelum” update brings with it bug fixes, improvements to Gameplay, Automation, Performance, and the Leader Cap, on top of adding new content for many of our previously-released DLCs. This article is for the PC version of Stellaris only. No corvettes are not useless in endgame, but you need to use them wisely, and in force. That said, the power of the Focused Arc Emitter is absolutely bonkers, and from the. About 20 in-game days after I posted this, the extradimensional invader crisis started and spawned right next to my territory, so I went with shields for immediate utility. Is there an evasion cap? I've searched the forums, patch notes, the wiki, and this subreddit, but I can't find anything saying definitively if there is an evasion cap and what the evasion cap is, if it exists. Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if it does get hit by something serious most of the damage is essentially wasted as overkill). This longer wait comes as a result of Paradox usually winding down for the summer, as employees go on holiday. Does accuracy cap at 100 percent. 90% evasion - 15% tracking = 75% effective evasion, 85% accuracy - 75% effective evasion = 10% chance to hit if evasion wasn't hard capped and only effective evasion was the equation be more like: 125% evasion - 15% tracking = 110% effective evasion, but reduced to 90% if effective evasion was capped The 90% Evasion Destoyer is far superior to the corvette. 316. Having two titans in this fleet or in one engagement makes you likely to dominate. I've cared more about leaders in the last couple of days of play than in the entirety of my Stellaris play since launch. Enterprise. 9, exceeding the cap is less punitive. No corvettes are not useless in endgame, but you need to use them wisely, and in force. Decent chance to one-shot any ship it hits, will target big ships. Generic Leader ID numbers are generated in every new game as follows (tested on 5/18/16 version 1. Yes, they let your Corvette move faster and get into firing range sooner. ) Link, the death cap mushroom, is an invasive ectomycorrhizal fungus in North America that was inadvertently introduced from. It depends on the ship behavior type you select. Perhaps adjust it as a soft cap in yellow if you are over 100% to 105%, and it has reduced bonuses at that point. After tracking (tachyon. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. Destroyers can fit a bit more shields on, but still no armor worth using. 0 was never released to the public instead making patch 3. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. As I know evasion is caped at 90%. Ran the command to research all techs and managed to get evasion up to 0. 3. One mono corvette fleet and one mixed battleship/cruiser fleet. If you cap. 5 Defense platform cap. 7. Perhaps adjust it as a soft cap in yellow if you are over 100% to 105%, and it has reduced bonuses at that point. Only a tiny bit slower. A few mods for Stellaris & Imperator:. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. Destroyers can fit a bit more shields on, but still no armor worth using. E) You're in this to the win the war, not the battle, so make sure your fleets can escape if necessary. ago • Edited 5 yr. -Slow Breeders or Non-Adaptative. Those were the two key parts of the strategy- cannon-fodder ships and not minding losing them- but crisis level 3 gives 50% ship build rat and boosts menacing corvette evasion (nice) and withdrawal (functionally useless here),. 0. +20% Evasion +25% Shields +20% Upkeep : Flagships [edit | edit source] ENT: TOS: TMP: Pre-TNG: TNG: Post-TNG NX-01. 1) or debugtooltip (1. Large. Though ground warfare is necessary to achieve ultimate victory, landing armies is safer once the fleet has eliminated the threat of enemy vessels intercepting and destroying vulnerable troop transports. So the only things that help are some of the modifications in the different Tradition Trees. 6 Diplomatic weight. Wiki. Psionic admiral gives 15% evasion, so from 80% you get 12 bonus, but cap is 90. Tracking means how good a gun is at predicting where the enemy will move next and adapt accordingly. ThePremiumSaber • 2 yr. 30) over a Sapient computer. Best. #3. 2): 1 - Admiral Pool Leader #1 ; 2 - Admiral Pool Leader #2 ; 3 - Admiral Pool. Base accuracy depends on the weapon type. There's nothing wrong with an all-battleship composition. Weapon components. Hello. Chaincat22 • 6 yr. Excess armies are initially placed in a reserve area behind the frontline and replace any. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). I put a 90% acc weapon on a Line ship (+10 acc) and gave it 2 Aux Fire Control modules (5 acc each). 50 navy cap is feasible, & command cap is likely to be 50 also 50 Navy Cap = Base (20) + Stronghold (+6) + Anchorage (+4) + Doctrine: Fleet Support (+20). Evasion is already factored in for that IIRC. 2 armor, 1 shield. Cap is 90%. Psionic, a chosen one admiral, tech and the enigmatic encoder are the main things needed for 90% evasion destroyers. Like, evasion = evasion*range/50. Cap is 90%. So, if the attacking ship has +4 to Tracking, that makes the Chance to Hit = 84%. I don't know if my build had anything to do with it, but I was playing as Fanatic Xenophile-Egalitarian Master Crafter Ringworld. However the nanite fleets look much stronger than they are. With all these new reworks, and bug fixes, and updates. It has to be a bug. Corvette have innate evasion % built in. D) Shields are the best defence (due to free recharge), Armour is the most cost-effective (but must be repaired). "Line Cruiser" are better at accuracy vs foes with 44% evasion, while "Picket Cruiser" will have better accuracy vs foes with 46% evasion. I'd love to see in the ship designer all the math done right there. 2): 1 - Admiral Pool Leader #1 ; 2 - Admiral Pool Leader #2 ; 3 - Admiral Pool. This for Gestait Consciousness Empires, can't confirm if same for others as I don't play other empire types. Does accuracy cap at 100 percent. or. I believe 90% is the evasion cap for any ship. -Traditional. It only really makes sense if you have a high crisis multiplier (x5 or higher) and otherwise isn't really worth your time. Evasion - tracking. PeerawatZ/ShiRoz Stellaris Mod Collections. It is developed by Paradox Development Studio and published by Paradox. Content is available under Attribution-ShareAlike 3. What is the point of 200% in whirlwind?Note that "Precognative Line" has +15 chance to hit and +10 Tracking, though only +15% fire rate. 30. +5 Tracking & 72% Evasion. Ship. It has 110 evade. The complete to hit formula is: Chance to hit - Max(0, Evasion - Tracking) Or in other words: The ships evasion is reduced by tracking, that value is then subtracked from the weapons chance to hit. Maybe just add evasion at ranges more than 40? Ie, of range>40, evasion=evasion*range/40. The problem is once an ai claims another, they get a negative opinion…Mercenary Enclaves are a late-early game investment. The admiral on the bottom left is the commander of a 240 fleet of destroyers (the first one I built just to see if it's possible). Leader XP gain reduction will now follow a curve, allowing you to hire more leaders. Romans: Age of Caesar. Ships consists of three basic components: ship_size – #Ship Sizes. My empire is fanatic. The tracking value is subtracted from the enemy's evasion to form Effective. Should I go for range, or speed+evasion, or disengagement or just upkeep reduction? Also, two "for"s in the caption but can't edit it lol. With all these new reworks, and bug fixes, and updates. New posts. 6; Reactions: Reply. 24. 4. When you go over the cap, your empire will start to incur penalties. I'd love to see in the ship designer all the math done right there. It's become a. 6%. The real advantage of synth ascension is that it requires no real effort on your part to maximize your economy. New game needed only for civics - Compatibility with "Unique Ascension Perks". 00). If the battleship is using Line combat computers (the default for battleships) and has. The. Does accuracy cap at 100 percent. This longer wait comes as a result of Paradox usually winding down for the summer, as employees go on holiday. I'd love to see in the ship designer all the math done right there. You can encounter them, but then wait to also find. Evasion on corvettes is their best defense. -Oscot, on Stellaris planets. And if you can get it up to like 50 with the right tech and buildings, then oh boy enjoy your space empire playthrough. It reduces the accuracy of attacks made against your ships. −10% Leader Upkeep if robot. One empire had a cap of 25. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your design, if you can hit 90% evasion then its benefits don't stack and you're better off going with Picket computer despite not using Picket weapons. Most warfare is settled through space combat. This only gets you to around 86% evasion. But the biggest factor are high level leaders. These are massive, intimidating and heavily armored, with a main weapon that is capable of destroying a battleship in a single shot fired from great distance. It all sounds ridiculous (and it is), but as noted, Al Capone was famously convicted on tax fraud when the FBI couldn't make any other charges stick, despite the fact that he was a nationally famous gangster. Contents. In the long run, it won’t impact your game much. This building, dependend on tier and pops, increases the cap. 9. Thread starter StrangelySmooth; Start date Sep 21,. The attacker's counter to evasion is Tracking. component_template – #Components. If you double your leader cap, xp gain will be zero. You need a lot of ships to make carriers worthwhile. A leader is a named character that leads a significant part of the Empire, as a Commander, Official or Scientist. . Vulnerable to kinetic weapons. So at max unless I missed something a person can have 17 envoys. Here are our Stellaris tips to help you out. However, I am interested in whether or not a viable evasion-build for destroyers exists in the late game, assuming you have access to all the things you need. Amoeba's will tend to get wiped out sooner or later anyway, but bonus evasion will always have a chance of avoiding damage on your ships. 8 Governing ethics attraction. High Tracking Ships. To meet this requirement without a chosen one admiral you also need to have gotten the Neural Symbiosis event and made your pops brain slug hosts. Almost 21% actually. Sub-light speed of 216. A ship is a spaceborne vessel controlled by an empire. As usual the people who don't want to adapt are whining, but having players be strategic with resources is a sensible direction. effectively lowering the evasion cap to 75% (since most people will have them by the time evasion capped corvettes are fielded). Armor components now grant twice as much armor as before. You may think that the two +10% evade would give (1. These are still the strongest ships around by far ,. +20% Evasion +25% Shields +20% Upkeep : Flagships [edit | edit source] ENT: TOS: TMP: Pre-TNG: TNG: Post-TNG NX-01. Stellaris Real-time strategy Strategy video game Gaming. When you research the special project to identify them, you are usually presented with a few options as how to approach them. Ok I. Picket - I'd say this is easily a win for Precognitive. -At least one of the new ascension perks gives +2 leader caps. In the late game it's super easy to cap evasion on corvettes. . High Tracking Ships will target high evasion ships much more often. 3 Stat modifiers affecting empire. Or build that one building on a star base that adds 2 naval cap per anchorage. If you are going to use them, I would keep them in separate fleets. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating Movement + Gale-Speed/Mercenary Admiral, and the external bonuses are one of the few things that stack multiplicatively rather. Ships consists of three basic components: ship_size – #Ship Sizes. Missiles are somewhat better against point defense, by dint. Evasion cannot go higher than 90%, however, so 100%. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. 9 ‘Caelum. 2) Flagella movement from alien research (+5%) 3) Strategic resource +5% evasion station module. With how many tracking bonuses there are easily available in game it is very possible to reliably hit a 90 evasion corvette with a spinal mount weapon. Reply. 其中舰队司令的加成含义是在5级和10级时各+1。 属性 闪避. I got it fairly early in the game but I can't remember how. Base 1, 1 more from edict, and 1. 419K subscribers in the Stellaris community. In order to stop those fleets from spawning you need a ship (any ship) to be in the L-Cluster's terminal system. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. The build cost is 100 alloys and an additional influence cost on top of that. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. Generic Leader ID numbers are generated in every new game as follows (tested on 5/18/16 version 1. I'd love to see in the ship designer all the math done right there. Does accuracy cap at 100 percent. . Component. On battleships, late in the game. Stellaris. Removed criminals providing trade value in some cases. I suspect that it is either completely bugged or someone changed it from 90% to 0. In theory it does also grant extra evasion, but as mentioned Corvettes will usually be hitting the cap anyways. Thread starter glee8e; Start date. Yep, the component should be used for the regen, the admiral should have either the 33% disengage chance increase or the one that increases both fire rate and sublight speed, at least those are my top picks. −20% Leader Upkeep if robot. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. Some of the numbers might look something like this (not set in stone and open to debate): -10% naval capacity. Basically, you cap Evasion at 90% at the time of firing, not before tracking. Why? All this would achieve is to penalize empires that don't own many systems, and to penalize the AI more than players. There are tech that stack. Evasion seems to be hard capped @ 90% I ran a test with x10 BB with KA vs x100 unarmed vettes A + B fleets respectively. Shields are better than armor, but they'll still be paper thin. Content is available under Attribution-ShareAlike 3. Accuracy x (1 - (Evasion - Tracking)) . Paradox have released the latest free update to Stellaris with 3. The penalties you will incur are as follows:-0. I've always used Afterburners as far as I can remember but only on corvettes, getting 90% evasion which I believe is the cap for it is really good, have a fleet of corvettes and you don't really lose that many unless you're throwing them at something you're obviously going to lose against. It actually managed to scale well into late game on ENSIGN difficulty and had a 2k fleet cap after 100 years of gameplay with around 1 million total fleet power. Accuracy x (1 - (Evasion - Tracking)) . The flesh is weak, as a perk to get cybernetic, is not worth it, but as a way to get to synth ascension it is. Substance Abuser. The tracking value is subtracted from the enemy's evasion to form Effective. Humanoid Species Pack Added the new Enmity tradition tree focused on making and maintaining rivalries; Added three new species. The prices and upkeep costs increase by a much. Basics. Unless you're going for habitat spamming it doesn't have much value until you have the megastructure research, and it's a comparable amount of research time to. . Ships. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. There is also a cap on how many of these megastructures can be built simultaneously, which is 1 but can be increased to a max of 4. It can however be used without ACOT if you. 0 unless otherwise noted. 3. Increase Leader Level Cap to 20. We’ve heard your feedback on the leader cap, and we’ve softened up the penalties for going over the Leader Cap in 3. 2 days ago · 2:13. Example of console command: "add_trait_leader 4 leader_trait_adaptable". This thread is archived. So you need 90 evasion - but you look at the number after your corvette is in the fleet. corvettes with 40% evasion: 51% hit rate corvettes with 20% evasion: 75% hit rate. . One thing I've noticed is that they simply crack out ships going way over their fleet cap. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 闪避( Evasion )是基于船体类型而区分的一项舰船基本属性,是护卫舰、驱逐舰、运输船以及其他类似的小型船只固有的属性。 可以通过加装推进器、战斗电脑或者特殊模块来增加闪避值。Realistically speaking (and this is also true in stellaris), evasion is a big part of survival in combat at substantial ranges with sublight weaponry. Theres obviously some fine tuning needed, but I think it's a big step in a good direction. section_template – #Ship Sections. Theres obviously some fine tuning needed, but I think it's a big step in a good direction. . . There are 2 ways Evasion can increase, Adding or Multiplying Thrusters and CPU are additive, Nearly everything else is Multiplicative. 3. As far as I can see, going 1 above Cap is as punitive as in 3. Stellaris - [3. 1. Which makes this very difficult. States the average damage output is ~ 40 vs ~30. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. There are multiple types of trade possible, each having different mechanics, and all play a large impact on the economy. Alright, it's been a "while" since I played (understatement) but this is what I remember doing roughly. WASHINGTON — Today, the U. I personally think its additive . With the aforementioned common 75% in bonuses, those 2400 become 4200, more if you can stack further bonuses. 3, replaced with Unity system) Changes the administration capacity of a country. If a ship does sit still it should be moments from exploding, or at least, have 0% effective evasion. I think living metal is honestly kind of overrated. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy.