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|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.
"The Shield-Recharger generates the special shielding energy stored within the Shield Capacitors."
|Produced in a||Advanced Factory|
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.
There are a number of formulas governing shields and their regeneration, as well as power consumption.
- Main article: Defense Systems § Shields