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Notice that both ships have the same four shield resistance values. This is because the resistances are expressed in percentages. The Hurricane starts out with almost three times as many hitpoints, thus each percentage absorbs considerably more damage than will the Kestrel. In each case the shield recharge time is an average of what might happen in practice. The actual shield recharge rate varies quite a bit in combat – this is discussed in the [[#Shield Recharge Rate|Shield Recharge Rate]] section, below. | Notice that both ships have the same four shield resistance values. This is because the resistances are expressed in percentages. The Hurricane starts out with almost three times as many hitpoints, thus each percentage absorbs considerably more damage than will the Kestrel. In each case the shield recharge time is an average of what might happen in practice. The actual shield recharge rate varies quite a bit in combat – this is discussed in the [[#Shield Recharge Rate|Shield Recharge Rate]] section, below. | ||
===Shield Capacity=== | |||
Shield capacity indicates how many hitpoints of damage it will take to drop the ''shields''. (''The ship itself is also protected by Armor and Hull defenses, and so it will take considerably more than than that to destroy the entire ship.'') In general, the larger the ship, the larger the base shield capacity. | Shield capacity indicates how many hitpoints of damage it will take to drop the ''shields''. (''The ship itself is also protected by Armor and Hull defenses, and so it will take considerably more than than that to destroy the entire ship.'') In general, the larger the ship, the larger the base shield capacity. | ||
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This module adds 400 hitpoints to the shield's total capacity. It does not have a damage type; it applies to all damage. }} | This module adds 400 hitpoints to the shield's total capacity. It does not have a damage type; it applies to all damage. }} | ||
===Shield Recharge Rate=== | |||
It takes a certain amount of time to recharge a fully depleted shield. This figure is given as the Shield Recharge Time in the ship's Attribute window. Recharging, however, does not tick along like the numbers on a clock. The speed varies depending on the amount of damage the shield has already taken. | It takes a certain amount of time to recharge a fully depleted shield. This figure is given as the Shield Recharge Time in the ship's Attribute window. Recharging, however, does not tick along like the numbers on a clock. The speed varies depending on the amount of damage the shield has already taken. | ||
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This module increases the recharge rate of the shield by 20%, but at the same time it decreases the hitpoint capacity of the shield by 10%.}} | This module increases the recharge rate of the shield by 20%, but at the same time it decreases the hitpoint capacity of the shield by 10%.}} | ||
===Shield Damage Type Resistances=== | |||
There are four types of damage, and a shield will deal with each differently. As illustrated here, a ship begins with a base Damage Resistance value for each type: | There are four types of damage, and a shield will deal with each differently. As illustrated here, a ship begins with a base Damage Resistance value for each type: | ||