Combat in NEXUS is very complex. Players need to keep track of multiple
stats and
meters representing their specific
Health states, their offense and defensive ability, numerous
Skills,
Ability charges and timers,
Damage Types,
shiedling, and much more.
Players have many options when engaging in combat. They can select many of their preferences on the fly such as their
Abilities and
Skills .
Weapons and
Armor are generally selected and equipped in a non-combat area such as
Safe Zones before entering a combat area, but there is always the option to make changes while in the field.
All combat is disabled while in certain areas such as
Social Spaces. Players will need to venture out into the world to engage in battle. This will always require loading into a server instance such as a
Mission or
Open Sector.
Friendly Fire
There is no friendly fire from any source. However, players can damage themselves if not careful with
explosives or certain other
Weapon Classes. There are also specific areas where players can engage in
PVP.
Fall Damage
Fall damage is based on fall distance and velocity. Players can fall up to 10 meters at terminal velocity before incurring damage to any
shielding before
Health. Fall damage scales from here, as higher distances and higher velocities cause more damage. However, players can mitigate their velocity by using their
Thrusters.
Falls that damage enough to break a player’s Overshield and begin to damage HP will also
Stagger upon landing. If the fall damages enough to remove at least 50% of their maximum HP, they become
Stunned instead.
Generally, players are able to recover after taking fall damage as there is no fall that can prove fatal. Certain falls can cause severe damage, but at a maximum high and velocity, players still retain 1 HP at minimum. If the altitude is high enough, a brief alert will sound indicating the player must take immediate action to prevent severe damage.
In addition to flight, Thrusters can be activated for a quick burst of energy to perform a Dodge. Doing so utilizes a portion of the player's Thruster energy and cannot be activated again for several seconds.
Death
If a player’s
Health reaches 0 and they are non revived from
Critical Failure, they suffer from
Death. This removes them from any server instance they happened to be in and returns them to the nearest Medical Bay. Any equipped
Secured Items will be sent back to their
Transmission Center and
Secure Slots are safe, however all other items or gear they were carrying will be lost, able to be taken by other players.