
For example, consider a 400-damage cannon projectile striking a block of Advanced Armor (250HP, 75% armor reduction). Non-0% armor values decrease damage dealt to that block by the given percentage. The power usage per second, P, for a given number of Shield-Rechargers changes depending on whether or not the ship's shields are fully charged.Īll blocks have an armor value, although in the majority of cases it is 0%. R = N R * 5.5 * 0.25 * ( 1 - 0.5 * S / C)įor one minute, where S is the current amount of remaining shields (effectively reducing the shield regeneration to 12.5% when shields are at max capacity, increasing as shield levels drop, reaching 25% when your ship's shields are depleted) Upon taking a hit, the shield regeneration per second drops to The shield regeneration per second, R, of a ship with N R number of Shield-Rechargers, can be found by the formula: The shield capacity, C, of a ship with N C number of Shield Capacitors, can be found by the formula:

The exact capacity, regeneration, and power consumption of a shield system can be calculated by using a few different formulas.Īny decimal results produced by these formulas should be rounded down to the nearest whole number. This is explained in more detail in the Defensive Effects section below. The strength of a shield can be increased using the Ion Effect system: this will reduce damage taken by shields by up to 60%, effectively functioning as an Armor value for shields. The only design consideration is deciding what values of shield capacity and regeneration are desirable bearing in mind the power demands the Shield-Rechargers will make on the ship's power system. This often serves to make them an ideal filler block, being used in small spaces where other blocks, which require efficient placement, would go to waste. Unlike most other ship systems, shield systems require no controller, nor do they have any placement rules which affect efficiency. However, if the ship is still taking damage, it is likely that they will be rapidly depleted again, and another 10 second recovery time will begin, leaving the ship open to continued damage. After this 10 seconds has elapsed, the shields will begin recharging once more. Once a ship's shields have reached 0 HP, they will stop recharging for 10 seconds. Once the shield is depleted, it is rendered temporarily vulnerable. While an entity has any shield remaining, it will not take block damage. The capacity of the shield is dependent on the number of Shield Capacitors, and its rate of regeneration is dependent on the number of Shield-Rechargers. A shield system relies on two blocks: the Shield Capacitor and the Shield-Recharger. Shields are the first layer of an entity's defenses.

Armor: A flat percentage value granted to a range of blocks, which reduces damage dealt to that block by the stated percentage.When the HP of a block is reduced to 0, it is destroyed. Hit Points (HP): Every block has a set HP value, representing its own structural integrity.Defensive Ion Effect: Decreases damage dealt to shields by up to 60% when active.When depleted, they enter a brief "outage" phase (wherein they do not recharge) before beginning to regenerate again. Shields: A regenerating HP pool which absorbs all incoming damage until depleted.Here is a brief breakdown of the various mechanics which are relevant to defense.
