Background:
I am aiming to determine how many shield-rechargers and shield capacitors it takes to repel an Isanth class pirate fighter. I'm looking for an exact amount so I can minimize shield requirements on my smaller ships and calculate the same requirements for my larger ships. This is very exciting work! Here's my thinking so far:
Upon testing the latter, a target with 200 shield-recharger blocks (equipped with the 41 shield-capacitor blocks, a sizable reactor, and everything else) was able to withstand the constant blasts from the 136 damage beam modules. In my latest test, shield charge varied between 99%-100% and lasted for 168 seconds. That is to say, the shields will drop to 0% when the game saves. I've reproduced the same results dozens of times using less shield-rechargers, and many more shield-rechargers for that matter.
Why do the shields last so much longer than expected? What numbers am I missing? How should I be thinking about this differently?
Why do the shields suddenly fail when the game saves? Is there a way to fix this issue?
I am aiming to determine how many shield-rechargers and shield capacitors it takes to repel an Isanth class pirate fighter. I'm looking for an exact amount so I can minimize shield requirements on my smaller ships and calculate the same requirements for my larger ships. This is very exciting work! Here's my thinking so far:
- An Isanth class pirate fighter uses 136 damage beam modules to attack, without any slaves or effects. Since each module produces 75 d/sec, the Isanth class pirate fighter is capable of dealing 10200 d/sec to their target.
- A shield capacitor block can hold 250 s at one time. Therefore, a minimum of 41 shield capacitors (10200/250 and rounded up) would be required to withstand an attack from an Isanth class pirate fighter. This is assuming that he capacitors would be practically drained and filled every second.
- A shield-recharger block produces 25 s/sec. This means that a minimum of 417 shield-recharger blocks would be required ((10200 from damage + 205 from upkeep)/25 and rounded up).
- A target with less than 417 shield-recharger blocks would have a limited life. The example I'll use is a target with 200 shield-recharger blocks, less than half of the requirement. It's shields should last about 1.9 seconds before they are completely drained.
Upon testing the latter, a target with 200 shield-recharger blocks (equipped with the 41 shield-capacitor blocks, a sizable reactor, and everything else) was able to withstand the constant blasts from the 136 damage beam modules. In my latest test, shield charge varied between 99%-100% and lasted for 168 seconds. That is to say, the shields will drop to 0% when the game saves. I've reproduced the same results dozens of times using less shield-rechargers, and many more shield-rechargers for that matter.
Why do the shields last so much longer than expected? What numbers am I missing? How should I be thinking about this differently?
Why do the shields suddenly fail when the game saves? Is there a way to fix this issue?