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Difference between revisions of "Armour and Shields"

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For a complete listing of shield technologies and their effects, please visit the shield [[Shields|component page]].
 
For a complete listing of shield technologies and their effects, please visit the shield [[Shields|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.  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.
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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.
  
Unlike armour, shields may be prefabricated separately using [[construction factories]], considerably reducing a ship's overall build time.
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Unlike armour, shields may be prefabricated separately using [[Construction Factory|construction factories]], considerably reducing a ship's overall build time.
  
==Example of Armour and Shields==
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==Combining Armour and Shields==
Smaller ships can 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,or Firepower. Pick 2.
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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]].
  
For example, 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 shields (3 strength 300 recharge shield) I would have only 276 shield strength!
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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:
  
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)
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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. 
 +
* Armour is the last line of defense, providing a finite amount of protection from times when the shields are overloaded by incoming damage.
  
so that is 92 damage you wont be taking against normal weapons every 100 seconds. Using some simple math, we know over the course of a 100 second battle,even if your shields were brought to 0 from the get-go, you'd absorb an additional 92 damage. This makes shields a good buffer for enemy attacks,especially against "Sandblaster" tactics, where high-ROF weapons are used, rather than slow-firing armour-piercing attacks. Shields also absorb all damage given to them, instead of allowing "piercing" like armour does, shields will ALWAYS attempt to protect the ship from impacts or beams, even if they are thin.
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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.
  
BUT 276 total shield strength is... very anemic. that is only 50x6 strength missiles to blast right through! That is just 1 salvo from some NPR's! If you were relying on this alone against NPR's your ships would be fodder.
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===Point Defense Leakage===
  
The break even point for these shields would be around a 800 second battle with very slow enemy attacks allowing you to recharge your shields. This almost never happens, though.
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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.
  
==Weapon Penetration Data on Armour==
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===Laser Defense===
  
* Lasers dig deeply into armor in a single spot they hit.
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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. 
* [[Missiles]] spread their damage over a large triangular formation. That's how the damage from a 4-damage-point missile warhead would look:
 
  
{|style="background-color:#cccccc; width:100px; border-spacing: 0;" border="1" cellpadding="5"
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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.
|.||X||X||X||.||.||.||.||.||.
 
|-
 
|.||.||X||.||.||.||.||.||.||.
 
|-
 
| ||.||.||.||.||.||.||.||.||.
 
|-
 
|align="center" colspan="10"|Ship's Internals
 
|}
 
  
That's because all damage up to 3 is applied to the first layer. If the warhead causes more than 3 damage, the next damage point is applied to the next layer. A 5-point warhead pattern would look the same, but with an additional box in the first row destroyed. A 6-point warhead would destroy two additional boxes on the surface, etc. To penetrate to the third layer, the warhead would need to cause at least 9 damage points.<br />
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==Armor Design==
1 Damage : 1 box on the surface of the ship's armour is destryoed<br />
 
2 Damage : 2 boxes<br />
 
3 Damage : 3 boxes<br />
 
4 Damage : 3+1 on the second layer<br />
 
5 Damage : 4+1<br />
 
6 Damage : 5+1<br />
 
7 Damage : 5+2<br />
 
8 Damage : 5+3<br />
 
9 Damage : 5+3+1 on the third layer<br />
 
etc. You can see that square numbers (4,9,16) are optimal for missile warheads.
 
  
* Mesons pass through with no effect.
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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.
* High Power Microwaves pass right through with no effect.
 
  
===General Shield Info===
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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).
For weight they aren't 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 masse.
 
  
Shield strength tech goes from 1-15 per shield generator and recharge.
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Single-hit damage needed to cause internal damage with one strike is as follows:
  
By lvl 5 strength you begin generating a noteworthy amount of protection along with recharge.
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{| border="1" class="wikitable" style="text-align: center;"
 
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! Armor Layers !! Missile/Carronade !! Beam
5x20 = 100 shield strength for 1000 tons
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|-
 
+
! 1
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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| 4 || 2
 
+
|-
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 enemy's salvos of missiles weren't all bunched into a single giant strike.
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! 2
 
+
| 9 || 3
Each shield generator regenerates 3.3 damage per second, with 20 shield generators that's 66 dmg every 100 seconds.  Not too bad for only 1000 tons of shields.  Every 100 seconds you could be absorbing plenty of extra damage.
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|-
 
+
! 3
This also protects you from minor conflicts forcing you to use up maintenance supplies repairing the armor on the hull.
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| 16 || 6
 
+
|-
==Weapon Penetration Data for Shields==
+
! 4
 
+
| 25 || 9
* Mesons pass through shields unaffected.
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|-
* High Power Microwaves do 3 damage to shields for each point of standard damage they do.
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! 5
 
+
| 36 || 12
==Combining Armour and Shields==
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|-
A effective ship should have a mix of Armour and Shields. Armour is always more cost effective at all levels than shields for just plain Strength.
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! 6
 
+
| 49 || 21
However no damage leaks through shields (except for meson) while they have some strength left, while armour leaks even if it has 95% of its strength left due to lucky hits and certain deep cutting weapons like Lasers.
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|-
 
+
! 7
It's a very good idea to base a shield + armour combo off of the following.
+
| 64 || 24
 +
|-
 +
! 8
 +
| 81 || 27
 +
|}
  
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 (which gouge deeply) and Missiles (which make a big wide hole but the more damage the wider and deeper it makes it)
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The damage increase for each step goes up rather steeply, which gives the defender in an engagement two distinct advantages:
  
so if you have 20 shields x 5 strength with recharge rate 300 seconds, every 100 seconds you could bring each shield back up to 1.6 strength x 20 and reduce incoming laser and missile strikes on the armour by 32 damage every 100 seconds!
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* 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.
  
This only gets better with higher shield technology and can provide quite a buffer for the armour Rating, allowing a player to lighten his ships for increased speed or more firepower in a weight range.
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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.
  
 
[[Category:content]]
 
[[Category:content]]

Revision as of 02:50, 4 February 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.

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.