Difference between revisions of "Defenses"
(expanded note about 70% regen being done on individual level.) |
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[[Image:defenses.png|right|300px]]Defenses are stationary structures built on your planets to help defend against enemy [[ships]]. They are usually considerably cheaper than ships for the same amount of power, but of course cannot be used in attacks or to defend planets other than the ones they are built on. | [[Image:defenses.png|right|300px]]Defenses are stationary structures built on your planets to help defend against enemy [[ships]]. They are usually considerably cheaper than ships for the same amount of power, but of course cannot be used in attacks or to defend planets other than the ones they are built on. | ||
− | In [[combat]], all of the defender's defenses will fight just as ships do against an attacker. Unlike ships, however, at the end of combat each defense has a 70% chance of being rebuilt | + | In [[combat]], all of the defender's defenses will fight just as ships do against an attacker. Unlike ships, however, at the end of combat each defense has a 70% chance of being rebuilt instantly for free. Note that this chance is calculated on an individual unit level, so it is quite possible, especially with small-count defenses, to have a total regen of the defense system. If there are 8 units in the defenses, for example, the chance of all of them getting regened is (.7)^8, or about 5.7%, which is hardly "unlikely". |
==Building== | ==Building== |
Revision as of 03:40, 9 June 2010
Defenses are stationary structures built on your planets to help defend against enemy ships. They are usually considerably cheaper than ships for the same amount of power, but of course cannot be used in attacks or to defend planets other than the ones they are built on.
In combat, all of the defender's defenses will fight just as ships do against an attacker. Unlike ships, however, at the end of combat each defense has a 70% chance of being rebuilt instantly for free. Note that this chance is calculated on an individual unit level, so it is quite possible, especially with small-count defenses, to have a total regen of the defense system. If there are 8 units in the defenses, for example, the chance of all of them getting regened is (.7)^8, or about 5.7%, which is hardly "unlikely".
Building
Just like ships, defenses may require certain technologies and shipyard levels. They are built at the shipyard and take time to build, depending on their cost. They follow the same formula as ships, which is
Time(hours) = |
|
(NOTE: For Extreme mode, divide the result of the equation by two.)
To add a unit to the queue, click the "add to build queue" button or enter the amount of each unit you wish to build in the field above the button (the default is 1). Once you put a build order into the queue it cannot be removed. You can, however, rearrange the order in which your defenses and ships are built by clicking an item and dragging it to the desired spot. You cannot move the item currently being built.
Unlike buildings, defenses do not take up planetary fields, so any planet can have unlimited defenses. Also unlike ships, defenses destroyed in combat do not get added to the debris field.
Defense Descriptions
Missile Battery: The most primitive weapon in the universe, the missile turret uses cheap combustion-powered explosives to deter light enemy invaders.
Laser Cannon: Slight upgrade on the Missile Turret. The Laser Turret uses high-powered focused beams of light to defend your base.
Pulse Cannon: The Laser Turret's bigger brother, the Pulse Cannon packs considerably more punch and can withstand enemy attacks better.
Particle Cannon: The Particle Cannon has a massive shield rating and can withstand hits from most ships, making it an attractive defense against many strong enemy invaders.
Gauss Cannon: The Gauss Cannon uses a magnetic field to hurl high-density metal slugs at enemy invaders. Significantly more firepower than its predecessors, and astonishing hull strength.
Plasma Cannon: The most powerful defense ever created. Utilizes Plasma Technology to create a giant wave of plasma that has the ability to neutralize even the mighty Athena Battleship in one shot.
Defense Specifications
Defense Unit | Hull Rating | Shield Rating | Weapons Rating | Ships That Can Rapid-Fire Against This Unit |
---|---|---|---|---|
Missile Battery | 200 | 20 | 80 | Poseidon Class x10, Ares Class x20, Zeus Class x200 |
Laser Cannon | 200 | 25 | 100 | Prometheus Class x10, Ares Class x20, Zeus Class x200 |
Pulse Cannon | 800 | 100 | 250 | Ares Class x10, Zeus Class x100 |
Particle Cannon | 800 | 500 | 150 | Ares Class x10, Zeus Class x100 |
Gauss Cannon | 3,500 | 200 | 1,100 | Zeus Class x50 |
Plasma Cannon | 10,000 | 300 | 3,000 | none |
Decoy | 2,000 | 2,000 | 0 | none |
Large Decoy | 10,000 | 10,000 | 0 | none |
Defense Costs / Requirements
Defense Unit | Ore | Crystal | Hydrogen | Shipyard | Research |
---|---|---|---|---|---|
Missile Battery | 2,000 | 0 | 0 | Level 1 | - |
Laser Cannon | 1,500 | 500 | 0 | Level 2 | Energy Tech Level 1, Laser Tech Level 2 |
Pulse Cannon | 6,000 | 2,000 | 0 | Level 4 | Energy Tech Level 3, Laser Tech Level 6 |
Particle Cannon | 2,000 | 6,000 | 0 | Level 4 | Particle Tech Level 4 |
Gauss Cannon | 20,000 | 15,000 | 2,000 | Level 6 | Weapons Tech Level 3, Energy Tech Level 6, Shield Tech Level 1 |
Plasma Cannon | 50,000 | 50,000 | 30,000 | Level 8 | Plasma Tech Level 7 |
Decoy | 10,000 | 10,000 | 0 | Level 1 | Shield Tech Level 2 |
Large Decoy | 50,000 | 50,000 | 0 | Level 6 | Shield Tech Level 6 |