Difference between revisions of "Shield Tech"

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(Ineffectiveness rule added here because it makes sense to have it here...)
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''* Effect is a percentage of the base Shields rating. Further upgrades are possible. With each level the costs double and the effect increases by 10%.''
 
''* Effect is a percentage of the base Shields rating. Further upgrades are possible. With each level the costs double and the effect increases by 10%.''
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'''Ineffectiveness rule''': Any attack that does less than 1% of the maximum shielding capacity of a unit is absorbed (has no effect). As an example, The Artemis Class has a base attack of 50 and the Atlas has a base attack of 5. The Large Decoy has a base shielding of 10,000. Since 50/10,000 = .005, this means 2,000,000,000,000 Artemis could never damage a Large Decoy that still has it's shield even partially up.
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==Dependencies==
 
==Dependencies==

Revision as of 04:37, 16 December 2009

Shield tech.png

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

Level Ore Crystal Hydrogen Shields Boost
1 200 600 0 10%
2 400 1,200 0 20%
3 800 2,400 0 30%
4 1,600 4,800 0 40%
5 3,200 9,600 0 50%
6 6,400 19,200 0 60%
7 12,800 38,400 0 70%
8 25,600 76,800 0 80%
9 51,200 153,600 0 90%
10 102,400 307,200 0 100%

* Effect is a percentage of the base Shields rating. Further upgrades are possible. With each level the costs double and the effect increases by 10%.


Ineffectiveness rule: Any attack that does less than 1% of the maximum shielding capacity of a unit is absorbed (has no effect). As an example, The Artemis Class has a base attack of 50 and the Atlas has a base attack of 5. The Large Decoy has a base shielding of 10,000. Since 50/10,000 = .005, this means 2,000,000,000,000 Artemis could never damage a Large Decoy that still has it's shield even partially up.


Dependencies

Requires

Required For

See Also