Shield Tech


Last edited about 2 months ago by Chad.

Shield_tech.png 374 KB

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 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 by the following ships are always effective: Erebus Fighter, Moros Battleship, Prometheus Destroyer, Zeus.

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:

x = No damage from that Ship is going to happen
? = no damage if ship's weapon tech ≤ target's shield tech
Base
Shield
Down_arrow.png 1.51 KB
Apollo_class.png 206 KB
Ares_class.png 226 KB
Artemis_class.png 197 KB
Athena_class.png 193 KB
Atlas_class.png 203 KB
Charon_class.png 201 KB
Dionysus_class.png 212 KB
Gaia_class.png 334 KB
Hades_class.png 165 KB
Hercules_class.png 169 KB
Poseidon_class.png 170 KB
Base Attack [image: Right_arrow.png] 150 1k 50 1k 5 1 1 50 700 5 400
Ares_class.png 226 KB
500 ? x x ?
Athena_class.png 193 KB
200 x x
Gaia_class.png 334 KB
100 ? ?
Hades_class.png 165 KB
400 x x
Prometheus_class.png 271 KB
500 ? x x ?
Zeus_class.png 291 KB
50k x x x x x x x x
Roaming_planet.png 16.5 KB
150k x x x x x x x x x x x
Pulse_cannon.png 185 KB
100 ? ?
Defenses.png 193 KB
500 ? x x ?
Gauss_cannon.png 163 KB
200 x x
Plasma_turret.png 20.9 KB
300 x x
Decoy.png 255 KB
2k x x x x
[image: Large_decoy.png] 10k x x x x x x

Dependencies

Requires

Required For

See Also

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