Shield Tech
From Starfleet Commander
Revision as of 04:37, 16 December 2009 by LunarAvenger (talk | contribs) (Ineffectiveness rule added here because it makes sense to have it here...)
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
- Energy Tech (Level 3)
- Research Lab (Level 6)
Required For
- Decoy (Level 2)
- Dionysus Class (Level 2)
- Large Decoy (Level 6)