From Starfleet Commander
Shield Tech allows your ships to take more punishment in battle. Each level researched will increase the shields on your ships and defenses by 10%.
Costs and Effect
* Boost is a percentage of the base Shields rating. Further upgrades are possible. With each level the costs double and the effect increases by 10%.
Any strike from a ship with a weapon rating that is less than or equal to 1% of the shielding capacity of the target is absorbed with no effect on the target. As an example, suppose a player with a Weapons Tech of 12 attacks a player with a Shield Tech of 9, and in the battle one of the attacker's Artemis Fighters targets the defender's Large Decoy. The fighter would have a weapon rating of 110 (50 + 5 * 12). The Large Decoy would have shield rating of 19,000 (10,000 + 1,000 * 9). Since 110 is less than 190 (1% of 19,000), the Artemis Fighter would do no damage; that shot is ineffective. Furthermore, it is essentially impossible that an attacker could research their Weapons Tech high enough that an Artemis would ever damage a Large Decoy. However, some units have base weapons ratings that are equal to 1% of other units' base shield ratings; in these cases the respective weapon and shield tech levels come into play.
Shots against the following units are always effective (base shield less than 100): Missile Battery, Laser Cannon, Hermes Probe, Helios Solar Satellite, Atlas Cargo, Dionysus Recycler, Hercules Cargo, Charon Transport, Artemis Fighter, Apollo Fighter, Poseidon Cruiser.
Defenses have relatively high weapons ratings; their shots are effective against all attack ships, with the exception that “fodder” defenses (Missile Battery, Laser Cannon, Pulse Cannon, and Particle Cannon) are ineffective against Zeus.
For other pairings, consult the following table:
- Gauss Cannon (Level 1)
- Decoy (Level 2)
- Dionysus Class (Level 2)
- FTL Tech (level 5)
- Large Decoy (Level 6)
- Hephaestus Class (Level 12)