Difference between revisions of "Shield Tech"
OBloodyHell (talk | contribs) (added note to ineffectiveness rule about base vs. research-enhanced mods) |
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<td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">0</td> | <td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">0</td> | ||
<td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">100%</td> | <td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">100%</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">11</td> | ||
+ | <td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">204,800</td> | ||
+ | <td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">614,400</td> | ||
+ | <td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">0</td> | ||
+ | <td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">110%</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">12</td> | ||
+ | <td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">409,600</td> | ||
+ | <td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">1,228,800</td> | ||
+ | <td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">0</td> | ||
+ | <td style="border-bottom: 1px solid #999; text-align:right; padding:2px 5px;">120%</td> | ||
</tr> | </tr> | ||
</table> | </table> | ||
+ | |||
''* 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%.'' | ''* 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%.'' |
Revision as of 00:49, 19 June 2011
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% |
11 | 204,800 | 614,400 | 0 | 110% |
12 | 409,600 | 1,228,800 | 0 | 120% |
* 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%.
Ineffectiveness rule: Any attack that does less than 1% of the maximum shielding capacity of the target is absorbed with no effect on the target. As an example, The Artemis Class has a base attack of 50. The Large Decoy has a base shielding of 10,000. Since 50/10,000 = 0.005 (one half of one percent), this means an Artemis could never damage a Large Decoy that still has its shield even partially up. Note: this rule works off the base rating of the ship or defense's shields and weaponry, not the research-enhanced ratings. So the relative weapons research and shield research levels of the attacker and defender are irrelevant to the matter.
Dependencies
Requires
- Energy Tech (Level 3)
- Research Lab (Level 6)
Required For
- Gauss Cannon (Level 1)
- Decoy (Level 2)
- Dionysus Class (Level 2)
- FTL Tech (level 5)
- Large Decoy (Level 6)
- Hephaestus Class (Level 12)