Power 2.0 Shield Engineering Tables v.0.201.349

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    Updated 27 January 2019 -
    Engineering tables are an at-a-glance resource used when trying to estimate the resources needed to design something. These tables cross reference the data of interest for designing shield arrays of various sizes.

    The shield radius requirements have been improved quite a bit. That is, it takes fewer recharger blocks to achieve the same shield radius needed in April 2018. For larger radius the block requirement has decreases to around a third of the previous chart.


    For your convenience, here is a quick at a glance chart of the shield recharger block count requirements of a selection of shield radii:

    Shield Radii.png
    The power requirements for upkeep and recharge are both, currently, 20 * #blocks in e/sec.
     
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    The power requirements for upkeep and recharge are both, currently, 20 * #blocks in e/sec.

    It's funny how the upkeep *power cost* of fully charged shields is the same as when they are in the process of filling, given how a necessary *minimum shield recharging rate* was introduced to be able to charge/upkeep shields, the value of which depends on the size of the specific capacity pool that needs to be kept full by a given recharger. (Or did I misinterpret something there?) The upkeep power cost could be the same as the upkeep shield recharge requirement.

    So basically, currently, every recharger block gives 20 HP/s recharge and 20 e/s power load. I recently built a massive station (521 long, 861 wide, 170 tall) that I managed to fully cover with 10 shield bubbles, and the shield-upkeep power cost alone is 1,600,000 e/s (40% of the production rate of the largest reactor-stabilizer setup I could possibly install on that station, a Level-30 one with 4mill power generation).

    Just saying. (One probably won't have much more stuff that add power loads on similar scales on a station though, maybe the turret arsenal if there are many powerful ones among them.)
     
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    Another thing... Is it true that the *under-fire* shield recharge rate was brought down to zero?

    Meaning that we should concentrate on high-capacity instead of high-recharge, and be concerned about the size of our recharger groups only to achieve properly sized shield bubbles that just about cover the stuff in their range?
     
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    Another thing... Is it true that the *under-fire* shield recharge rate was brought down to zero?

    Meaning that we should concentrate on high-capacity instead of high-recharge, and be concerned about the size of our recharger groups only to achieve properly sized shield bubbles that just about cover the stuff in their range?
    This combined with the update coming to armor may well make armor a valuable defense. Will be a nice change from the "more shields" game. I just hope it doesn't swing too hard toward armor and leave shields lacking.
     
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