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== Defenses == {{icon|slot s}} Small, {{icon|slot m}} Medium, and {{icon|slot l}} large utility components increase the durability of a ship by providing extra hit points. These come in three forms: shields, armor, and hull. === Shields === Shields form the first layer of hit points of a ship. They have inherent regeneration of {{green|1%}} of their base health per day. All shield techs except Psionic Barriers, Psionic Shields and Dark Matter Deflectors can be obtained through normal research. Psionic Barriers can only be acquired via [[The Doorway]] event; Psionic Shields can only be acquired as a psionically ascended empire through the appropriate [[Shroud events | Shroud Event]]; Dark Matter Deflectors can only be acquired through reverse-engineering Fallen or Awakened Empire ships. {| class = "wikitable" ! Pros !! Cons |- | style="width:360pt;" | * Effective against most energy weapons. * Inherent regeneration makes them sustainable out-of-the-box for operations away from base. * Cheaper{{iconify|Alloys}} cost than armor. | style="width:360pt;" | * Vulnerable to kinetic weapons. * Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). * Advanced shields require {{iconify|Strategic}} Resource to make. * Consumes power. |} {| class="wikitable" ! rowspan=2 | Component ! colspan=3 | {{icon|slot s}} Small !! colspan = "3" | {{icon|slot m}} Medium !! colspan = "3" | {{icon|slot l}} Large ! rowspan=2 style="width:40%" | Description |- ! Cost !! {{icon|Power}} Power !! {{icon|Shield}} Shields ! Cost !! {{icon|Power}} Power !! {{icon|Shield}} Shields ! Cost !! {{icon|Power}} Power !! {{icon|Shield}} Shields |- id="Deflectors" | [[File:Ship part shield 1.png]] Deflectors || {{icon|Alloys}} 5 || 15 || 50 || {{icon|Alloys}} 10 || 30 || 125 || {{icon|Alloys}} 20 || 60 || 300 || ''Energy deflector screens can stop a limited amount of incoming enemy fire before overloading. Their main drawback is that they consume large amounts of power.'' |- id="Improved Deflectors" | [[File:Ship part shield 2.png]] Improved Deflectors || {{icon|Alloys}} 7 || 20 || 65 || {{icon|Alloys}} 13 || 40 || 160 || {{icon|Alloys}} 26 || 80 || 390 || ''These updated deflector screens are capable of soaking up even more punishment before they overload.'' |- id="Shields (component)" <!-- same name as section --> | [[File:Ship part shield 3.png]] Shields || {{icon|Alloys}} 9 || 25 || 85 || {{icon|Alloys}} 17 || 50 || 215 || {{icon|Alloys}} 34 || 100 || 510 || ''These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection.'' |- id="Advanced Shields" | [[File:Ship part shield 4.png]] Advanced Shields || {{icon|Alloys}} 9<br>{{icon|Exotic Gases}} 0.25 || 35 || 110 || {{icon|Alloys}} 17<br>{{icon|Exotic Gases}} 0.50 || 70 || 275 || {{icon|Alloys}} 34<br>{{icon|Exotic Gases}} 1.00 || 140 || 660 || ''An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier.'' |- id="Hyper Shields" | [[File:Ship part shield 5.png]] Hyper Shields || {{icon|Alloys}} 12<br>{{icon|Exotic Gases}} 0.33 || 45 || 145 || {{icon|Alloys}} 22<br>{{icon|Exotic Gases}} 0.66 || 90 || 365 || {{icon|Alloys}} 44<br>{{icon|Exotic Gases}} 1.33 || 180 || 870 || ''These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none.'' |- id="Dark Matter Deflectors" | [[File:Ship part dark matter shield.png]] Dark Matter Deflectors || {{icon|Alloys}} 16<br>{{icon|Dark Matter}} 0.25 || 55 || 185 || {{icon|Alloys}} 29<br>{{icon|Dark Matter}} 0.50 || 110 || 465 || {{icon|Alloys}} 57<br>{{icon|Dark Matter}} 1.00 || 220 || 1110 || ''These deflectors utilize dark matter to deflect incoming projectiles in a way that seems to utterly defy the laws of nature.'' |- id="Psionic Barrier" | [[File:Ship part psi shield.png]] Psionic Barrier || {{icon|Alloys}} 7 || 0 || 65 || {{icon|Alloys}} 13 || 0 || 160 || {{icon|Alloys}} 26 || 0 || 390 || ''These barriers are generated out of pure psychic energy by a cadre of psionic specialists. They will be able to stop some incoming fire, like our Energy deflector systems, but without the prohibitive power consumption.'' |- id="Psionic Shields" | [[File:Ship part psi shield.png]] Psionic Shields || {{icon|Alloys}} 21<br>{{icon|Zro}} 0.11 || 75 || 240 || {{icon|Alloys}} 38<br>{{icon|Zro}} 0.22 || 150 || 600 || {{icon|Alloys}} 74<br>{{icon|Zro}} 0.33 || 300 || 1440 || ''These extremely powerful shields are generated out of pure psychic energy by a cadre of psionic specialists. Their powers are further augmented by large arrays of psi emitters.'' |} === Armor === Armor forms the second layer of hit points of a ship. All armor techs can be obtained through normal research except for Dragonscale armor which must be obtained by defeating the [[Ether Drake]]. {| class = "wikitable" ! Pros !! Cons |- | style="width:360pt;" | * Effective against kinetic weapons. * Does not consume power. * Does not require {{icon|Strategic}}Strategic Resources to build. | style="width:360pt;" | * Vulnerable to energy weapons. * Penetrated by some exotic weapons (Disruptors, Arc Emitters, and Cloud Lightning). * Lacks inherent regeneration (but can gain it through some exotic sources). * Cost more {{iconify|Alloys}} than shields. |} {| class="wikitable" ! rowspan=2 | Component ! colspan=2 | {{icon|slot s}} Small !! colspan = "2" | {{icon|slot m}} Medium !! colspan = "2" | {{icon|slot l}} Large ! rowspan=2 style="width:60%" | Description |- ! {{icon|Alloys}} Cost !! {{icon|Armor}} Armor ! {{icon|Alloys}} Cost !! {{icon|Armor}} Armor ! {{icon|Alloys}} Cost !! {{icon|Armor}} Armor |- id="Nanocomposite Armor" | [[File:Ship part armor 1.png]] Nanocomposite Armor || 10 || 50 || 20 || 125 || 40 || 300 || ''Reinforced nanocomposite hull plating can provide an extra layer of protection that could be the difference between life and death in a combat situation.'' |- id="Ceramo-Metal Armor" | [[File:Ship part armor 2.png]] Ceramo-Metal Armor || 13 || 65 || 26 || 160 || 52 || 390 || ''A combination of different metals and ceramics that result in a strong armor without sacrificing flexibility.'' |- id="Plasteel Armor" | [[File:Ship part armor 3.png]] Plasteel Armor || 17 || 85 || 34 || 215 || 68 || 510 || ''Plasteel is an elastic material that combines many of the qualities of plastics and metal. It is relatively cheap to produce and can be used to augment ship armor.'' |- id="Durasteel Armor" | [[File:Ship part armor 4.png]] Durasteel Armor || 17 || 110 || 34 || 275 || 68 || 660 || ''This strong yet flexible material is capable of withstanding severe punishment. It serves well as ship armor.'' |- id="Neutronium Armor" | [[File:Ship part armor 5.png]] Neutronium Armor || 22 || 145 || 44 || 365 || 88 || 870 || ''This incredibly dense and strong material can resist firepower that would turn armor made of any other alloys into slag.'' |- id="Dragonscale Armor" | [[File:Ship part dragon armor.png]] Dragonscale Armor || 29 || 185 || 57 || 465 || 114 || 1110 || ''The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures.'' |} === Plating === Hull is the last layer of a ship's hit points; the ship is destroyed if the hull points reach 0. All ships have some inherent hull points; this can be increased with these Plating components. These can be acquired either by completing the [[Spaceborne aliens#Crystalline Entities|Crystalline Entity]] event chain, by reverse-engineering destroyed Crystalline Entities, or through searching an abandoned ship left by [[Caravaneers]]. {| class = "wikitable" ! Pros !! Cons |- | style="width:360pt;" | * Few weapon weaknesses (Energy Torpedoes, Matter Disintegrators, Mining Lasers). * Does not consume power. * Does not cost {{iconify|Alloys}}. * The only layer that matters against bypassing weapons. * More hull allows for greater chances of emergency jump, thus increasing longterm survivability. | style="width:360pt;" | * Fewer available percentage bonuses. * Hull damage reduces ship performance. * Most non standard weapons come with a bonus against hull in addition of the armor or shield bonus. * Only Null Void Beam suffer from penalty against hull * Lacks inherent regeneration (but can gain it through some exotic sources). * Must use {{iconify|Rare Crystals}} to build. |} {| class="wikitable" ! rowspan = "2" | Component ! colspan = "2" | {{icon|slot s}} Small !! colspan = "2" | {{icon|slot m}} Medium !! colspan = "2" | {{icon|slot l}} Large !! rowspan=2 | Description |- ! {{icon|Rare Crystals}} Cost !! {{icon|Health}} Hull ! {{icon|Rare Crystals}} Cost !! {{icon|Health}} Hull ! {{icon|Rare Crystals}} Cost !! {{icon|Health}} Hull |- id="Crystal-Infused Plating" | [[File:Ship part crystal armor 1.png]] Crystal-Infused Plating || 0.25 || 110 || 0.50 || 275 || 1.00 || 660 || ''An alloy of elements harvested from the ultra-hard Crystalline Entities lines the inner layers of this plating, improving hull integrity.'' |- id="Crystal-Forged Plating" | [[File:Ship part crystal armor 2.png]] Crystal-Forged Plating || 0.33 || 185 || 0.65 || 465 || 1.30 || 1110 || ''Modifications to the process of forging the crystalline alloy further improves its durability.'' |}
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