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Shields: Difference between revisions

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Latest revision as of 19:09, 22 February 2026

This article contains information relevant to both the C# and VB6 versions of Aurora. Where differences exist, they are noted in the appropriate sections.

Template:About

Description

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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 components of the ship. Damage applied to shields does not cause Shock Damage. Shield strength regenerates over time.

Usage

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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 Microwaves 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 Sensors.

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 C#. VB6 also requires fuel to run shields.

Components

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Shield Strength

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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

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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 (C# only)

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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.

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 C# change log for shields.

List of Components

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Engines and Power Plants: EngineFuel StorageJump EnginePower Plants
Beam Weaponry: Beam Fire ControlLasersParticle BeamsMesonsHigh-Powered MicrowavePlasma CarronadeRailgunsGauss Cannons
Missile Weaponry: Missile Fire ControlMissile LaunchersMagazines
Defensive Systems: ArmorShieldsCIWSSensor JammerFire Control JammerMissile JammerDecoy LauncherCloaking Device
Maintenance and Repairs: Engineering SpacesMaintenance Storage BayDamage ControlMaintenance module
Carriers and Fighters: Hangar deckFighter Pod Bay
Sensors: Active SensorEM SensorThermal SensorGeological Survey SensorsGravitational Survey SensorsELINT Modules
Command and Control: BridgeFlag BridgeAuxiliary ControlScience DepartmentMain EngineeringCombat Information CentrePrimary Flight Control
Transportation: Cargo HoldTroop Transport BayCryogenic TransportPassenger Accommodation
Logistics: Cargo Shuttle BayRefuelling SystemOrdnance Transfer SystemTractor Beam
Production: Orbital Mining ModuleSorium HarvesterTerraforming ModuleJump Point Stabilisation ModuleSalvage Module