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{{bothversions}} {{About|the ship component|a discussion of defensive systems|Armour and Shields}} ==Description== Shields provide passive defense for ships. Each point of shield strength can absorb one damage. Any damage exceeding shield strength is applied to the [[armor]] and, failing that, the [[Internal Damage|internal components]] of the ship. Damage applied to shields does not cause [[Shock Damage]]. Shield strength regenerates over time. ==Usage== Shields have a poor ratio of strength to HS when compared to armor. Their true value lies in their regeneration and complete coverage, whereas armor must be repaired and can be penetrated locally with single large hits. Shields are best used in combination with armor. Like armor, shields do not protect against [[Mesons]]. [[High-Powered Microwave]]s deal three damage per hit to shields. A major disadvantage of shields is an increased EM signature. Shields increase the EM signature of a ship by an amount equal to three times their shield strength, meaning that any useful amount of shielding will make a ship substantially more visible to other ships using [[EM Sensor]]s. When being switched on, shields begin at strength 0 and then slowly gain strength, according to their regeneration rate. [[VB6]] has [[Nebulae]], which are systems that prevent shields from being used. These do not exist in [[CSharp|C#]]. VB6 also requires [[fuel]] to run shields. ==Components== ===Shield Strength=== {| border="1" class="wikitable" style="text-align: center;" |+ Strength ! Shield !! Alpha !! Beta !! Gamma !! Delta !! Epsilon !! Theta !! Xi !! Omicron !! Sigma !! Tau !! Psi !! Omega |- ! Strength | 1 || 1.5 || 2 || 2.5 || 3 || 4 || 5 || 6 || 8 || 10 || 12 ||15 |- ! RP cost | 1,000 || 2,000 || 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 125,000 || 250,000 || 500,000 || 1,000,000 || 2,000,000 |} ===Shield Regeneration Rate=== {| border="1" class="wikitable" style="text-align: center;" |+ Shield Regeneration (Strength regenerated per 5 minute increment) ! Rate !! 1 !! 1.5 !! 2 !! 2.5 !! 3 !! 4 !! 5 !! 6 !! 8 !! 10 !! 12 !! 15 |- ! RP cost | 1,000 || 2,000 || 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 125,000 || 250,000 || 500,000 || 1,000,000 || 2,000,000 |} ===Maximum Shield Generator Size ([[CSharp|C#]] only)=== In VB6, shield generators are of a fixed size. In C#, they can be anywhere from 1 [[HS]] up to 50, with appropriate tech. Larger modules are stronger, according to the following formula: Strength = Strength tech * Size * sqrt(Size/10) Larger shields do not get this bonus to recharge rate, though, so it will take longer to recharge that extra shield strength. One 40 HS shield has twice as much HP as four 10 HS shields, for example, but they recharge at the same rate. Recharge per 5 minutes = Regeneration tech * Size Larger modules also have less [[HTK]] per unit of strength, and cost more to [[research]]. {| border="1" class="wikitable" style="text-align: center;" |+ Max Shield Size ([[HS]]) ! Size !! 10 !! 12 !! 15 !! 20 !! 25 !! 32 !! 40 !! 50 |- ! RP cost | 1,000 || 2,000 || 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 120,000 |} See also: The [https://aurora2.pentarch.org/index.php?topic=8495.msg102769#msg102769 C# change log for shields]. {{Components}} [[Category:Components]] [[Category:Designed Systems]]
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