![]() If a ship has less power than the shields only 1% of the power makes it through. This means that some types of ships are almost entirely ineffective against others. So if you had a ship with 4 power attack a ship with 2 shields only half of the power will make it through to damage the armour. Whatever power is left hits the ship and is taken away from the armour. The power of the attacking ship has the defending ships shields taken away from the power. ![]() Shields protect ships from attack soaking up the power from enemy ships. Leviathans and Death Stars also give a 5% and 10% increase to the armour of ships in the same fleet as they are respectively. Defence Commanders can be added to a base which increase the armour of your ships in orbit by 1% per level. Armour for ships smaller than Heavy cruisers automatically returns to full when the battle is over (assuming the ship survived) while larger ships need to be repaired.Īrmour is raised by Armour tech, each level of this technology will raise all your ships and defences armour by 5% of the base rate. When the armour reaches zero the ship is destroyed. Whatever power passes through the shields gets taken off the armour. These bonuses do not stack, only one applies.Īrmour is effectively the hit points for your ship. This allows you to improve your bases defensive fleets massively.įinally Leviathans and Death Stars offer a 5% and 10% increase to power for fleets they are present in respectively. The most common of these would be Command Centers which offer a 5% increase to your ships power per level, but only when they are in orbit of the planet with the Command Centers. This keeps tech important, even when all units and structures have been researched.Īttack bonuses can also come from other sources. For example if the ship used Laser tech researched to lvl10 there would be a 50% increase to the ships base power, 5 becomes 7.5. The weapon used by the ship can be improved by research which improves their power. Things get a little more complex when shields and multiple ships are thrown into the mix, but in its simplest form this is how AE's combat works. If his armour is higher he will survive, less he will be destroyed and the rest of the power will be channelled into the other ships in the battle. So if you had a ship with 5 Power and an enemy with 5 armour you would destroy it. This is of course assuming there are no shields (view shields section below for details). Power is the amount of armour taken off the enemy ship when your ships fires. It is the power your ship hits the enemy ship with. You cannot change weapon type or add other weapons for any ship type, Fighters use lasers - period. For example if you have a ship with a Disruptor weapon Disruptor technology will give that ship an extra 5% power per level. All it is telling you is which technology will give you a 5% bonus per level. The weapon the ship uses is similar to the Drive as it doesn't affect you very much. Warp has no restrictions and gets a 5% increase in speed per Warp research. Stellar drive ships get a 5% increase to their speed per level of Stellar research. That said stellar ships can use a Jumpgate to move between galaxies. Stellar drive ships are restricted to only being able to move inside the galaxy and not between galaxies. You will find this drive on Fighters and the different classes of Bombers. Inter is the most restrictive drive type and cannot move between planets, even in the same solar system. This does not make a huge difference to its speed but does define which research bonus is added to your ships speed. Drive is the type of engines your ship uses.
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