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Defensive Systems

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Revision as of 16:33, 4 April 2026 by Pedroig (talk | contribs) (Created page with "= Defensive Systems = Defensive Systems covers all technologies related to ship survivability, including armour, shields, cloaking, thermal reduction, and damage control. These technologies determine how well a ship can avoid detection, absorb damage, repair itself, and mitigate incoming threats. == Damage Control == Damage Control systems allow ships to repair internal damage without requiring a shipyard. {| class="wikitable" ! Type !! Damage Control !! Improved Dama...")
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Defensive Systems

Defensive Systems covers all technologies related to ship survivability, including armour, shields, cloaking, thermal reduction, and damage control. These technologies determine how well a ship can avoid detection, absorb damage, repair itself, and mitigate incoming threats.

Damage Control

Damage Control systems allow ships to repair internal damage without requiring a shipyard.

Type Damage Control Improved Damage Control Advanced Damage Control Commercial Damage Control
Repair Capacity (HS) 4 8 12 4
RP Cost 5,000 15,000 45,000 5,000

Armour

Armour protects the hull of ships from incoming damage. Stronger armour provides more protection per hull space.

Armour (Tier 0–5)

Type Structural Shell Conventional Steel Armour Conventional Composite Armour Conventional Advanced Composite Armour Duranium Armour High Density Duranium Armour
Str/HS 0 1 2 3 4 6
RP Cost 50 125 250 375 500 2,500

Armour (Tier 6+)

Type Composite Armour Ceramic Composite Armour Laminate Composite Armour Compressed Carbon Armour Biphase Carbide Armour Crystalline Composite Armour Superdense Armour Bonded Superdense Armour Coherent Superdense Armour Collapsium Armour
Str/HS 8 10 12 15 18 21 25 30 36 45
RP Cost 5,000 10,000 20,000 40,000 80,000 150,000 300,000 600,000 1,250,000 2,500,000


Shield Technology

Shields absorb incoming energy damage and regenerate over time. Higher-level shields provide more protection for the same generator size.

Shield Type

Type Alpha Beta Gamma Delta Epsilon Theta Xi Sigma Tau Psi Omega Omicron
Strength Multiplier 1.0 1.5 2.0 2.5 3.0 4.0 5.0 8.0 10.0 12.0 15.0 6.0
RP Cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 250,000 500,000 1,000,000 2,000,000 120,000

Shield Regeneration Rate

Regeneration amount per 300 seconds.

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

Maximum hull space (HS) for shield generators.

Max Size (HS) 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

Cloaking Technology

Cloaking reduces sensor detection range and determines the minimum size and efficiency of cloaking devices.

Cloaking Theory

The prerequisite for all cloaking technologies.

  • RP Cost: 10,000

Cloaking Efficiency

Higher efficiency allows a cloak of a given size to be mounted on a larger ship.

Efficiency 3 4 5 6 8 10 12 15
RP Cost 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000

Cloak Sensor Reduction

Reduces the range at which hostile sensors can detect the ship.

Reduction 75% 80% 85% 90% 93% 95% 97% 98% 99% 99.5%
Multiplier 0.25 0.20 0.15 0.10 0.07 0.05 0.03 0.02 0.01 0.005
RP Cost 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

Minimum Cloak Size

Minimum hull space (HS) for cloak components.

Size (HS) 25 20 15 12 10 8 6 4 3 2
RP Cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000

Thermal Reduction

Reduces thermal signature of engines, making ships harder to detect with thermal sensors.

Signature 100% 75% 50% 35% 24% 16% 12% 8% 6% 4% 3% 2% 1%
Multiplier 1.00 0.75 0.50 0.35 0.24 0.16 0.12 0.08 0.06 0.04 0.03 0.02 0.01
Thermal Efficiency 1.0 1.25 1.5 1.75 2.0 2.25 2.5 2.75 3.0 3.25 3.5 3.75 4.0
RP Cost 1 1,500 3,000 6,000 12,000 25,000 50,000 100,000 200,000 400,000 750,000 1,500,000 2,500,000