Difference between revisions of "Shield-Recharger"

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{{infobox block/Shield-Recharger}}
 
{{infobox block/Shield-Recharger}}
'''Shield-Recharger's''' are advanced defense systems responsible of recharging an entities shields. This block only recharges and <u>'''does not'''</u> increase shield capacity. To add additional shield capacity place [[Shield Capacitor]]s down.
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Shield-Rechargers increase the regeneration rate of an entity's shields. As the base regeneration rate is 0, at least one Shield-Recharger is required for an entity to have working shields.
  
 
==Item Description==
 
==Item Description==
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==Usage==
 
==Usage==
Rechargers don't have any grouping rules, and unlike shield capacitors they don't suffer from diminishing returns either.
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Shield-Rechargers increase the regeneration rate of an entity's shields. At least one is required for an entity to have functional shields, since entities have a base shield regeneration rate of 0. They consume power to regenerate shields, and have a passive cost when shields are at 100% HP, which is a fraction of the active (charging) cost. Since entities have a relatively negligible base shield HP of 220 (unless they are planets or asteroids), it is advisable to place a number of [[Shield Capacitor]]s as well as Rechargers, in order to produce a worthwhile pool of HP.
  
Shield capacitors and rechargers have low block hitpoints, but also don’t contribute much to structural hitpoints - which is what determines the damage a ship can sustain before overheating. Because of this and their lack of grouping rules they are well placed as a layer underneath a warship’s armor, where they will help absorb fire intended for more vulnerable systems without instantly disabling the vessel.
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Shield-Rechargers do not have any grouping rules which determine how they should be placed: two physically separate Shield-Rechargers will have the same effect as two which are adjacent. Unlike Shield Capacitors, they do not suffer from any diminishing returns.
  
The more shield-rechargers you use, the faster shield capacitors recharge, but the more power it consumes. Relation between charging speed, shield capacity and power consumption is explained in [[Defense Systems#Shields|Defense Systems]].
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Shield Capacitors and Rechargers have low block hitpoints, but also don't have a high [[Defense Systems#Structure HP|Structure HP]] value; the HP pool that determines when a ship overheats. Because of this, and their lack of grouping rules, they are well suited to being placed directly below a ship's armor, as they have typically served their purpose to the fullest by the time a ship's armor is being penetrated. Their destruction also causes relatively little impact on a ship's SHP value (because of their low SHP contribution), compared to other system blocks such as Power Reactors.
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===Formulas===
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There are a number of formulas governing shields and their regeneration, as well as power consumption.
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{{Main|Defense Systems#Shields}}
  
 
[[Category:Shields]] [[Category:Ship]]
 
[[Category:Shields]] [[Category:Ship]]

Latest revision as of 05:31, 20 October 2016

Shield-Recharger
Shield-Recharger.png
Hit Points75
Armor0.0%
Mass0.10
Luminositynone
Data Value (ID)478

Shield-Rechargers increase the regeneration rate of an entity's shields. As the base regeneration rate is 0, at least one Shield-Recharger is required for an entity to have working shields.

Item Description

"The Shield-Recharger generates the special shielding energy stored within the Shield Capacitors."

Production

Production Info
Produced in a Advanced Factory Advanced Factory.png
RequiresTo create
Parseen Capsule
x25
Parseen Capsule.png Shield-Recharger
x1
Shield-Recharger.png
Sapsun Capsule
x25
Sapsun Capsule.png

Usage

Shield-Rechargers increase the regeneration rate of an entity's shields. At least one is required for an entity to have functional shields, since entities have a base shield regeneration rate of 0. They consume power to regenerate shields, and have a passive cost when shields are at 100% HP, which is a fraction of the active (charging) cost. Since entities have a relatively negligible base shield HP of 220 (unless they are planets or asteroids), it is advisable to place a number of Shield Capacitors as well as Rechargers, in order to produce a worthwhile pool of HP.

Shield-Rechargers do not have any grouping rules which determine how they should be placed: two physically separate Shield-Rechargers will have the same effect as two which are adjacent. Unlike Shield Capacitors, they do not suffer from any diminishing returns.

Shield Capacitors and Rechargers have low block hitpoints, but also don't have a high Structure HP value; the HP pool that determines when a ship overheats. Because of this, and their lack of grouping rules, they are well suited to being placed directly below a ship's armor, as they have typically served their purpose to the fullest by the time a ship's armor is being penetrated. Their destruction also causes relatively little impact on a ship's SHP value (because of their low SHP contribution), compared to other system blocks such as Power Reactors.

Formulas

There are a number of formulas governing shields and their regeneration, as well as power consumption.