Energy shield MK2: Difference between revisions
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The shield is effectively an extension of HP and has to be brought to 0 for the character to suffer any actual HP damage. Like actual HP, it benefits from the armor's damage resistance. A cheaper version of it is the [[energy shield]]. | The shield is effectively an extension of HP and has to be brought to 0 for the character to suffer any actual HP damage. Like actual HP, it benefits from the armor's damage resistance. A cheaper version of it is the [[energy shield]]. | ||
A shield's maximum recharge rate is based on its energy draw divided by the energy cost per shield point. At 360kW costing 30KJ per shield point, the energy shield MK2 recharges 12 HP per second and takes 12.5 seconds to recharge from 0 to 150 HP. | A shield's maximum recharge rate is based on its energy draw divided by the energy cost per shield point. At 360kW costing 30KJ per shield point, the energy shield MK2 recharges 12 HP per second and takes 12.5 seconds to recharge from 0 to 150 HP. All shields deplete at once, so all depleted shields will recharge simultaneously, dividing the suit's available power between them. | ||
The maximum shield recharge rate is limited by the suit's energy supply. A [[portable fusion reactor]] will only sustain 2 MK2 shields under fire (or 3 MK1 shields) while [[portable solar panel]]s are only good for a few recharges per day. Because of the high energy demand it can be useful to equip the armor with [[Battery_MK1|modular]] [[Battery_MK2|batteries]], as they will fill in the difference when large numbers of shields are under stress. | The maximum shield recharge rate is limited by the suit's energy supply. A [[portable fusion reactor]] will only sustain 2 MK2 shields under fire (or 3 MK1 shields) while [[portable solar panel]]s are only good for a few recharges per day. Because of the high energy demand it can be useful to equip the armor with [[Battery_MK1|modular]] [[Battery_MK2|batteries]], as they will fill in the difference when large numbers of shields are under stress. | ||
== See also == | == See also == |
Revision as of 14:30, 7 March 2018
Energy shield MK2 |
Recipe |
|
+ + + → | |
Total raw |
|
+ + + + + |
Recipe |
|
+ + + → | |
Total raw |
|
+ + + + + |
Stack size |
20 |
Dimensions |
2×2 |
Energy consumption |
360 kW (electric) |
Placed in |
|
Energy capacity |
180 kJ (electric) |
Shield hitpoints |
150 |
Energy per hitpoint |
30 kJ (electric) |
Maximum recharge speed |
360 |
Prototype type |
|
Internal name |
energy-shield-mk2-equipment |
Required technologies |
|
Produced by |
|
The energy shield MK2 generates a stronger protective shield around the character, absorbing some damage.
The shield is effectively an extension of HP and has to be brought to 0 for the character to suffer any actual HP damage. Like actual HP, it benefits from the armor's damage resistance. A cheaper version of it is the energy shield.
A shield's maximum recharge rate is based on its energy draw divided by the energy cost per shield point. At 360kW costing 30KJ per shield point, the energy shield MK2 recharges 12 HP per second and takes 12.5 seconds to recharge from 0 to 150 HP. All shields deplete at once, so all depleted shields will recharge simultaneously, dividing the suit's available power between them.
The maximum shield recharge rate is limited by the suit's energy supply. A portable fusion reactor will only sustain 2 MK2 shields under fire (or 3 MK1 shields) while portable solar panels are only good for a few recharges per day. Because of the high energy demand it can be useful to equip the armor with modular batteries, as they will fill in the difference when large numbers of shields are under stress.