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{{About|defensive system design|the component page concerning shields|Shields|armor|Armor}}
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Armour and Shields are passive defence [[components]], which can improve a [[ship]]'s defensive capabilities to resist avoid or absorb incoming damage, thus preventing or delaying its destruction.  This protection comes at the cost of added mass and build cost for vessels.
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==Armour==
 
==Armour==
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[[Armor|Armour]] layering is the most basic way of protecting a ship from damage. Each ship has armour consisting of at least one layer of armour-plating distributed around the hull. Additional layers increase protection but reduce the top speed of the ship. The thicker the armour is the more armour it takes to add another layer, as the ship's surface area increases with each added layer.
  
Armour is skin of the fleet, and it is by this skin that the fleet survives.
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For a detailed overview of armour, including basic mechanics, research costs and weapon penetration, see the [[Armor|component article]].
 
 
Armour costs the same per strength point at the first rating (thickness) as it does at the last.
 
 
 
However, it takes more armour to cover the ship the thicker the armour is since the ship is becoming larger with each added layer.
 
 
 
This can be helped quite a bit by Armour tech increases.
 
 
 
But, Armour has positive negative sides.
 
 
 
===Positive===
 
 
 
Armour has a great strength per ton ratio compared to other ship components.
 
 
 
A ship with more armour rating can take much (deeper) hits from lasers and still have its internals intact.
 
 
 
===Negative===
 
 
 
Armour slows a ship down with its weight.
 
 
 
Armour adds to the breakdown chance of a ship.
 
 
 
Armour takes maintenance supplies to repair.
 
 
 
==Overrall look at Armour==
 
 
 
Now Armours main issue is it slows down your ship, but large heavily armored ships aren't meant to chase down the enemy and beat them, they are to meet the enemy's attack front on and beat them off while surviving the battle.
 
 
 
Armour on smaller ships is where this issue lies. Small ships under 10,000 tons require minimal Armour to reach high speeds.
 
 
 
These ships can also be considered of negligible risk to use as well so it is fine to armour them lightly for the possibility to close with
 
  
the enemy and unload their lethal cargo all the sooner. But they need to actually close with the enemy without dying which bring about the age old problem Armour, Speed, Firepower, Pick 2.
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Armour's main disadvantage is that it slows down the ship, meaning that ships with heavy armour may be forced to engage the enemy head-on and sustain damage to that armour. Armour tech decreases the weight of each armour layer, so you can add more for the same weight or build lighter and faster ships.
  
 
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Armour has a good strength per HS ratio compared to other ship components. A ship with a higher armour rating can take much deeper hits from highly penetrative weapons such as [[lasers]] and still have its internals intact. Armour also adds to the [[Ship Maintenance|maintenance needs]] of a ship. Damaged armour can only be repaired at a shipyard or in a hangar.
Ok so here we are.
 
 
 
I have Armour rating 13 on my ship now, that is a total weight of 4585 tons. providing a total of 1100.4 Armour strength
 
 
 
If i did that Tonnage amount in (3 strength 300 recharge shield) I would have only 276 shield strength!
 
 
 
92 shields x 50 weight each = 4600 tons, and the cost is actually just slightly cheaper than armor at that weight amount, 100 less cost.
 
 
 
but those 92 shields will regenerate 1 shield strength each every 100 seconds. (total recharge time is 300 seconds for a 3 strength shield)
 
 
 
so that is 92 damage you wont be taking against normal weapons every 100 seconds.
 
 
 
BUT 276 total damage stoppage by shields is... very anemic. that is only 50x6 strength missiles to blast right through! That is just 1 salvo from some NPR's!
 
  
 
==Shields==
 
==Shields==
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[[Shields]] are [[Aurora Player Designed Systems|designed systems]], and therefore must be designed and researched before becoming available in the class design screen. They must be activated manually and use [[Fuel Storage|fuel]] when active. In overall ship defense, the shields act as a buffer between the armour and incoming weapons fire. They absorb damage up to their rating and are slowly recharged, recharging speed depending on technology researched.  Shield components scale linearly as more are added (unlike armour, which increases in cost and weight per layer added) and provide consistent protection over the entirety of the ship in contrast to the per-area protection of armour.
  
Shields are the buffer between the armor and the incoming weapons fire.
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For a complete listing of shield technologies and their effects, please visit the shield [[Shields|component page]].
  
Shields have a few positives and negatives as well.
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Shields will block all weapons except for [[Mesons]] until depleted, and unlike armour will block [[High-Powered Microwave]]s, albeit at a 3x damage multiplier.  [[Shock Damage]] from attacks is also absorbed by shields.  Their strength-per-HS is vastly inferior to armour, but their passive regeneration enables a potentially much larger capability to absorb damage as long as the overall strength of the shields is not depleted.  When activated, shields begin charging from zero strength at their normal charging rate.  It is therefore possible to be caught at a tactical disadvantage if shields are not activated well prior to engaging in combat.  However, this carries the strategic disadvantage of broadcasting your position to passive [[EM Sensor]]s, as shields increase the EM signature of their ship by an amount equal to three times their strength.
  
===Positives===
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Unlike armour, shields may be prefabricated separately using [[Construction Factory|construction factories]], considerably reducing a ship's overall build time.
  
Regenerate at variable speed depending on technology researched.
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Shields cannot be used inside of [[Nebulae]].
  
While they are up and running, require no maintenance to repair as they take damage.
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==Combining Armour and Shields==
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An effective ship should have a mix of Armour and Shields. Armour is unquestionably more efficient at blocking damage per HS dedicated to carrying it, but shields block a broader range of potential threats that armor is vulnerable to, such as [[High-Powered Microwave]]s and [[Shock Damage]].
  
===Negatives===
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Given that shields have a smaller capacity to absorb damage, the division of defense tasks between the two should be as follows:
  
Strength per ton is much worse than armor at every point.
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* Shields are the first line of defense, protecting against damage that is spread over a longer time period and mitigating damage that breaks through to the armor
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* Armour is the last line of defense, providing a finite amount of protection from times when the shields are overloaded by incoming damage.
  
Nearly same cost as armour for worse protection.
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Even a small shield reservoir can greatly enhance a ship's survivability.  Two examples of useful combinations of light shielding and armor are listed below.
  
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===Point Defense Leakage===
  
===General Shield Info===
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In a scenario where a fleet is defending against oncoming missiles, there is a near certainty that some will occasionally evade the fleet's [[Point Defense]] to score hits.  A single 9-damage missile can penetrate three layers of armor, causing internal damage on small ships and exposing larger ones to gradual erosion of armour as successive strikes hit.  However, even a single point of shields will reduce armor penetration by one layer.  Ten points of shields would totally negate a single missile strike and blunt the damage of a second enough to limit its penetration by one armor layer.  High-damage missile salvos can totally remove shields, so synergy is necessary with a reasonably thick armor layer to absorb the volleys that break through.  However, even very light shielding will go a long way towards keeping that armor layer intact rather than vulnerable to penetration.
For weight they arent worth it at all when alone, and other than for ships that are large and meant for decade long voyages through enemy space you should think carefully about your approach to using them en mass.
 
  
shield strength tech goes from 1-15 per shield generator and recharge.
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===Laser Defense===
  
By lvl 5 strength you begin generating a noteworthy amount of protection along with recharge.
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Lasers are particularly adept at penetrating armor due to their large damage per hit, propensity for [[Shock Damage]] and highly penetrative damage template.  A 12-damage laser hit will penetrate through a full six layers of armor, which is very likely to cause internal damage to components if allowed to strike armor directly.  In a scenario where a ship is being attacked by an enemy with two beam weapons of strength 12, a ship would suffer repeated internal damage every time the weapons fired unless they had armor six layers or more thick.
  
5x20 = 100 shield strength for 1000 tons
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If a ship being attacked had five armor layers, Epsilon-tier shielding (3 strength, 3 recharge, a relatively modest 15000 RP per tech) and dedicated just 5 HS (250 tons) to shielding, the recharge rate would be 15 strength every 5 minutes or one point of shielding every 20 seconds.  If we assume the two turrets have a decent ROF at 10 seconds, it will be taking 4 shots during that 20-second period.  Even discounting the initial shield reservoir that would block one shot fully and another partially, having a mere 250 tons of shield will reduce the rate of internal damage accumulation by 25% during the initial phase of the battle.  Doubling that to 500 tons of shield will also double the regeneration rate, which would block a single strike from full penetration every ten seconds and halve internal damage accumulation. 
  
By lvl 10 strength you have a fairly decent protective field around the ship per generator. Take into account that with lvl 10 shield recharge you would have
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==Armor Design==
  
10x20 = 200 shield strength at 1000 tons. That is the point where you can start exchanging shields for armor and easily shields would do better than armor due to regeneration technology as long as the enemies salvo's of missiles werent all bunched into a single giant strike.
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At higher tech levels, shields may take more of the burden off of armor due to increased regeneration rates. However, armor provides an essential backstop for shields when damage becomes overwhelming for brief periods.  The primary consideration when designing shielded armor is the maximum penetration possible for a hit that is not mitigated by shields.  If the enemy is using missiles that hit for 16 damage it would be inadvisable to use fewer than 4 armor layers, as the missiles that make it through would do immediate internal damage with less.
  
This also protects you from minor conflicts forcing you to use up maintenance supplies repairing the Armour on the hull.
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If the enemy is prone to using beam weapons, penetration templates offer an advantage to designs with at least 3 layers of armor as the damage needed to increase past that point does begins increasing rapidly.  Designs with six layers of armor achieve very robust beam protection due to the incredibly steep cost jump past layer six (12 vs. 21 damage).
 
 
==Combining Armour and Shields==
 
  
A truelly effective ship should have a mix of Armour and Shields.
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Single-hit damage needed to cause internal damage with one strike is as follows:
  
Armour is always more cost effective at all levels than shields for just plain Strength.
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{| border="1" class="wikitable" style="text-align: center;"
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! Armor Layers !! Missile/Carronade !! Beam
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|-
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! 1
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| 4 || 2
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|-
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! 2
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| 9 || 3
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|-
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! 3
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| 16 || 6
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|-
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! 4
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| 25 || 9
 +
|-
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! 5
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| 36 || 12
 +
|-
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! 6
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| 49 || 21
 +
|-
 +
! 7
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| 64 || 24
 +
|-
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! 8
 +
| 81 || 27
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|}
  
However no damage leaks through shields except from Meson's and Microwaves.
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The damage increase for each step goes up rather steeply, which gives the defender in an engagement two distinct advantages:
  
You can create a damage reducing shield barrier that constantly recharges and reduces the damage done and thereby the Depth of damage done by lasers.
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* The exponential increase in armor mass per layer added is much slower than the increase in damage needed to penetrate.
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* Any mitigation of the damage can result in severe penalties to penetration.
  
so if you have 20 shields x 5 strength with recharge rate 300 seconds, every 100 seconds you could bring your shields back up to 1/3rd strength and reduce incoming laser and missile strikes on the armor by that much.
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The first advantage is exploited with armor layering, the second with shields.  Depending on the tactics and deployment of an enemy, either or both can be used to reduce their advantage and limit damage to ships in battle.
  
This only gets better with higher shield technology and can provide quite a buffer for the Armor Rating. Allowing a player to lighten his ships for increased speed or more firepower in a weight range.
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[[Category:content]]

Latest revision as of 08:52, 7 April 2016

Armour and Shields are passive defence components, which can improve a ship's defensive capabilities to resist avoid or absorb incoming damage, thus preventing or delaying its destruction. This protection comes at the cost of added mass and build cost for vessels.

Armour

Armour layering is the most basic way of protecting a ship from damage. Each ship has armour consisting of at least one layer of armour-plating distributed around the hull. Additional layers increase protection but reduce the top speed of the ship. The thicker the armour is the more armour it takes to add another layer, as the ship's surface area increases with each added layer.

For a detailed overview of armour, including basic mechanics, research costs and weapon penetration, see the component article.

Armour's main disadvantage is that it slows down the ship, meaning that ships with heavy armour may be forced to engage the enemy head-on and sustain damage to that armour. Armour tech decreases the weight of each armour layer, so you can add more for the same weight or build lighter and faster ships.

Armour has a good strength per HS ratio compared to other ship components. A ship with a higher armour rating can take much deeper hits from highly penetrative weapons such as lasers and still have its internals intact. Armour also adds to the maintenance needs of a ship. Damaged armour can only be repaired at a shipyard or in a hangar.

Shields

Shields are designed systems, and therefore must be designed and researched before becoming available in the class design screen. They must be activated manually and use fuel when active. In overall ship defense, the shields act as a buffer between the armour and incoming weapons fire. They absorb damage up to their rating and are slowly recharged, recharging speed depending on technology researched. Shield components scale linearly as more are added (unlike armour, which increases in cost and weight per layer added) and provide consistent protection over the entirety of the ship in contrast to the per-area protection of armour.

For a complete listing of shield technologies and their effects, please visit the shield component page.

Shields will block all weapons except for Mesons until depleted, and unlike armour will block High-Powered Microwaves, albeit at a 3x damage multiplier. Shock Damage from attacks is also absorbed by shields. Their strength-per-HS is vastly inferior to armour, but their passive regeneration enables a potentially much larger capability to absorb damage as long as the overall strength of the shields is not depleted. When activated, shields begin charging from zero strength at their normal charging rate. It is therefore possible to be caught at a tactical disadvantage if shields are not activated well prior to engaging in combat. However, this carries the strategic disadvantage of broadcasting your position to passive EM Sensors, as shields increase the EM signature of their ship by an amount equal to three times their strength.

Unlike armour, shields may be prefabricated separately using construction factories, considerably reducing a ship's overall build time.

Shields cannot be used inside of Nebulae.

Combining Armour and Shields

An effective ship should have a mix of Armour and Shields. Armour is unquestionably more efficient at blocking damage per HS dedicated to carrying it, but shields block a broader range of potential threats that armor is vulnerable to, such as High-Powered Microwaves and Shock Damage.

Given that shields have a smaller capacity to absorb damage, the division of defense tasks between the two should be as follows:

  • Shields are the first line of defense, protecting against damage that is spread over a longer time period and mitigating damage that breaks through to the armor.
  • Armour is the last line of defense, providing a finite amount of protection from times when the shields are overloaded by incoming damage.

Even a small shield reservoir can greatly enhance a ship's survivability. Two examples of useful combinations of light shielding and armor are listed below.

Point Defense Leakage

In a scenario where a fleet is defending against oncoming missiles, there is a near certainty that some will occasionally evade the fleet's Point Defense to score hits. A single 9-damage missile can penetrate three layers of armor, causing internal damage on small ships and exposing larger ones to gradual erosion of armour as successive strikes hit. However, even a single point of shields will reduce armor penetration by one layer. Ten points of shields would totally negate a single missile strike and blunt the damage of a second enough to limit its penetration by one armor layer. High-damage missile salvos can totally remove shields, so synergy is necessary with a reasonably thick armor layer to absorb the volleys that break through. However, even very light shielding will go a long way towards keeping that armor layer intact rather than vulnerable to penetration.

Laser Defense

Lasers are particularly adept at penetrating armor due to their large damage per hit, propensity for Shock Damage and highly penetrative damage template. A 12-damage laser hit will penetrate through a full six layers of armor, which is very likely to cause internal damage to components if allowed to strike armor directly. In a scenario where a ship is being attacked by an enemy with two beam weapons of strength 12, a ship would suffer repeated internal damage every time the weapons fired unless they had armor six layers or more thick.

If a ship being attacked had five armor layers, Epsilon-tier shielding (3 strength, 3 recharge, a relatively modest 15000 RP per tech) and dedicated just 5 HS (250 tons) to shielding, the recharge rate would be 15 strength every 5 minutes or one point of shielding every 20 seconds. If we assume the two turrets have a decent ROF at 10 seconds, it will be taking 4 shots during that 20-second period. Even discounting the initial shield reservoir that would block one shot fully and another partially, having a mere 250 tons of shield will reduce the rate of internal damage accumulation by 25% during the initial phase of the battle. Doubling that to 500 tons of shield will also double the regeneration rate, which would block a single strike from full penetration every ten seconds and halve internal damage accumulation.

Armor Design

At higher tech levels, shields may take more of the burden off of armor due to increased regeneration rates. However, armor provides an essential backstop for shields when damage becomes overwhelming for brief periods. The primary consideration when designing shielded armor is the maximum penetration possible for a hit that is not mitigated by shields. If the enemy is using missiles that hit for 16 damage it would be inadvisable to use fewer than 4 armor layers, as the missiles that make it through would do immediate internal damage with less.

If the enemy is prone to using beam weapons, penetration templates offer an advantage to designs with at least 3 layers of armor as the damage needed to increase past that point does begins increasing rapidly. Designs with six layers of armor achieve very robust beam protection due to the incredibly steep cost jump past layer six (12 vs. 21 damage).

Single-hit damage needed to cause internal damage with one strike is as follows:

Armor Layers Missile/Carronade Beam
1 4 2
2 9 3
3 16 6
4 25 9
5 36 12
6 49 21
7 64 24
8 81 27

The damage increase for each step goes up rather steeply, which gives the defender in an engagement two distinct advantages:

  • The exponential increase in armor mass per layer added is much slower than the increase in damage needed to penetrate.
  • Any mitigation of the damage can result in severe penalties to penetration.

The first advantage is exploited with armor layering, the second with shields. Depending on the tactics and deployment of an enemy, either or both can be used to reduce their advantage and limit damage to ships in battle.