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[[File:Shields4.png|thumb|Shields mark 4.]][[File:Shields3.png|thumb|Shields mark 3.]][[File:Shields2.png|thumb|Shields mark 2.]]
 
 
[[File:Shields1.png|thumb|108px|right|Shields mark 1]]
 
 
[[File:ShieldsCircle.png]] Shields are a [[Systems|system]] that projects a protective barrier around your ship, which absorbs damage until it is removed. In detail:
 
[[File:ShieldsCircle.png]] Shields are a [[Systems|system]] that projects a protective barrier around your ship, which absorbs damage until it is removed. In detail:
*[[Weapons#Lasers|Laser blasts]] and [[Environmental_Hazards#Asteroid_Field|asteroids]] will remove one layer of shields if there are any layers and damage the ship if there are not. An ion blast will ionize the shield system if one hits a shield layer. Removed layers of shields regenerate quickly so long as there is sufficient reactor power in the shield system.
+
*[[Weapons#Lasers|Lasers]], [[Weapons#Flak|flak]], and [[Environmental_Hazards#Asteroid_Field|asteroids]] will remove one layer of shields or damage the ship if shields are down. An ion blast will ionise the shield system if it hits a shield layer.
 
*[[Weapons#Beams|Beams]] cannot reduce shield layers by hitting them, but can damage ships through shields if they are strong enough. For instance, the [[Weapons#Glaive_Beam|Glaive Beam]] does three damage to each room it hits, or two damage per room through one shield layer, or one damage per room though two shield layers.
 
*[[Weapons#Beams|Beams]] cannot reduce shield layers by hitting them, but can damage ships through shields if they are strong enough. For instance, the [[Weapons#Glaive_Beam|Glaive Beam]] does three damage to each room it hits, or two damage per room through one shield layer, or one damage per room though two shield layers.
*Having shields up reduces hull damage due to [[Environmental_Hazards#Class-M_Red_Giant_Star|solar flares]] (as noted in an in-game [[Tips|tip]]), though fires cannot be prevented.
+
*Having shields up reduces fires and hull/system damage due to [[Environmental_Hazards#Class-M_Red_Giant_Star|solar flares]].
 
*[[Weapons#Missiles|Missiles]], [[Weapons#Bombs|bombs]], [[Teleporter|teleporters]], [[Drones#Boarding_Drone|boarding drones]], and the [[Artillery Beam]] ignore shields entirely. [[Cloaking]] and [[Drones#Defense_Drone_Mark_I|defense drones]] counter some of these.
 
*[[Weapons#Missiles|Missiles]], [[Weapons#Bombs|bombs]], [[Teleporter|teleporters]], [[Drones#Boarding_Drone|boarding drones]], and the [[Artillery Beam]] ignore shields entirely. [[Cloaking]] and [[Drones#Defense_Drone_Mark_I|defense drones]] counter some of these.
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  +
==Regeneration rate==
  +
  +
Provided they are powered, shields regenerate quickly after being depleted. It takes 2 seconds for each of layers 1 and 2 to regenerate. The third shield layer regenerates slightly faster, and the fourth layer faster still.
  +
  +
Manning shields recharges them faster. Unskilled crew improve shield recharge by 10%, level 1 crew by 20%, and level 2 crew by 30%. A Shield Charge Booster improves recharge by 15%, and these stack additively with themselves and crew skill.
  +
  +
For example, with fully-skilled crew and 3 Shield Charge Boosters, the bonus is 30% + (3 * 15%) = 75%. In this case, the first two shield layers will take only 0.5 seconds each to regenerate.
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  +
==Shield upgrade costs==
   
 
Every two points in shields provides one layer of shielding. Keep in mind that upgraded shields still need to be powered in order to provide increased protection.
 
Every two points in shields provides one layer of shielding. Keep in mind that upgraded shields still need to be powered in order to provide increased protection.
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|-
 
|-
 
! scope="col" |Shield
 
! scope="col" |Shield
  +
power
Level
 
! scope="col" |Cost
+
! scope="col" |Upgrade
  +
Cost
! scope="col" |Shield Layers
+
! scope="col" |Shield
  +
Barrier
 
|-
 
|-
 
|1
 
|1
  +
|N/A
|50* [[File:Ftlgame-scrap.png]]
 
 
|
 
|
 
|-
 
|-
 
|2
 
|2
 
|100 [[File:Ftlgame-scrap.png]]
 
|100 [[File:Ftlgame-scrap.png]]
|1 Layer
+
|1st Layer
 
|-
 
|-
 
|3
 
|3
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|4
 
|4
 
|30 [[File:Ftlgame-scrap.png]]
 
|30 [[File:Ftlgame-scrap.png]]
  +
|2nd Layer
|2 Layers
 
 
|-
 
|-
 
|5
 
|5
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|6
 
|6
 
|60 [[File:Ftlgame-scrap.png]]
 
|60 [[File:Ftlgame-scrap.png]]
  +
|3rd Layer
|3 Layers
 
 
|-
 
|-
 
|7
 
|7
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|100 [[File:Ftlgame-scrap.png]]
 
|100 [[File:Ftlgame-scrap.png]]
 
|
 
|
  +
4th Layer
4 Layers
 
|-
 
|9
 
|0** [[File:Ftlgame-scrap.png]]
 
|
 
|-
 
|10
 
|0** [[File:Ftlgame-scrap.png]]
 
|
 
5 Layers
 
|}
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style=""
 
|-
 
! scope="col" |Shield
 
regeneration rate
 
! scope="col" |In %
 
! scope="col" |Secounds
 
|-
 
|1
 
|0% unmanned
 
|? sec
 
|-
 
|2
 
|10% manned with shield skill lvl 0
 
|? sec
 
|-
 
|3
 
|15% 1xShield Charge Booster + unmanned
 
|? sec
 
|-
 
|4
 
|20% manned with shield skill lvl 1
 
|? sec
 
|-
 
|5
 
|30% manned with shield skill lvl 2
 
|? sec
 
|-
 
|6
 
|unmanned 2xShield Charge Booster 30%
 
|? sec
 
|-
 
|7
 
|unmanned 3xShield Charge Booster 45%
 
|? sec
 
|-
 
|8
 
|manned + 1xShield Charge Booster 15%
 
|? sec
 
|-
 
|9
 
|1 lvl upgrade manned + 1xShield Charge Booster 30%
 
|? sec
 
|-
 
|10
 
|2 lvl upgrade manned + 3xShield Charge Booster 45%
 
|
 
5 Layers
 
 
|}
 
|}
#The only ships that can buy a shield system, [[The Nesasio]] & [[DA-SR 12‎]], get the system and first two bars for 150 scrap; since the [[Noether]] starts with the system and first bar, and requires 100 scrap to get the second bar, the system and first bar effectively cost 150-100=50 scrap. Note that you cannot buy only the first bar for 50; you must buy both bars for 150. If you visited both shops in the same sector while not having the shield system, and both shops showed shield system available, it is possible to buy the shield system twice. However, this provides no additional benefit.
 
#Some enemy ships (AI ships at least) can have 5 layers of shields.
 
   
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Stealth Cruisers start without a shield system, and can buy one at a store for 125 scrap. This gives them level 2 shields (1 shield layer).
A variant of the regular shield, called the [[Augmentations#Zoltan_Shield|Zoltan Shield]], is present only on [[Zoltan Ships|Zoltan ships]] and on [[The_Rebel_Flagship|the Rebel Flagship]]. It is an additional layer of damage-absorbing barrier, but it is coloured Zoltan-Green. Unlike regular shields, the Zoltan variant does not regenerate over time, instead requiring an FTL jump to reappear. Also, beam weapons can reduce [[Augmentations#Zoltan_Shield|Zoltan Shield]].  It is available on all [[The Zoltan Cruiser|Zoltan Cruisers]].
 
   
  +
Some enemies can have level 9 or 10 shields (up to 5 shield layers).
==Notes==
 
*Since version 1.03.3, your crew member now only gains experience when the shields are hit. If you are fighting an enemy that cannot penetrate your shields, you can still safely level your crew members' shield skill by letting the enemy attack you.
 
*Manning the shields increase their recharge rate by 10%; after the first level up a crew member gives you a 20% increased recharge rate; while a fully leveled crew member gives a 29% bonus instead.
 
 
[[Category:Systems]]
 
[[Category:Systems]]

Revision as of 13:51, 11 June 2019

ShieldsCircle Shields are a system that projects a protective barrier around your ship, which absorbs damage until it is removed. In detail:

  • Lasers, flak, and asteroids will remove one layer of shields or damage the ship if shields are down. An ion blast will ionise the shield system if it hits a shield layer.
  • Beams cannot reduce shield layers by hitting them, but can damage ships through shields if they are strong enough. For instance, the Glaive Beam does three damage to each room it hits, or two damage per room through one shield layer, or one damage per room though two shield layers.
  • Having shields up reduces fires and hull/system damage due to solar flares.
  • Missiles, bombs, teleporters, boarding drones, and the Artillery Beam ignore shields entirely. Cloaking and defense drones counter some of these.

Regeneration rate

Provided they are powered, shields regenerate quickly after being depleted. It takes 2 seconds for each of layers 1 and 2 to regenerate. The third shield layer regenerates slightly faster, and the fourth layer faster still.

Manning shields recharges them faster. Unskilled crew improve shield recharge by 10%, level 1 crew by 20%, and level 2 crew by 30%. A Shield Charge Booster improves recharge by 15%, and these stack additively with themselves and crew skill.

For example, with fully-skilled crew and 3 Shield Charge Boosters, the bonus is 30% + (3 * 15%) = 75%. In this case, the first two shield layers will take only 0.5 seconds each to regenerate.

Shield upgrade costs

Every two points in shields provides one layer of shielding. Keep in mind that upgraded shields still need to be powered in order to provide increased protection.

Shield

power

Upgrade

Cost

Shield

Barrier

1 N/A
2 100 Ftlgame-scrap 1st Layer
3 20 Ftlgame-scrap
4 30 Ftlgame-scrap 2nd Layer
5 40 Ftlgame-scrap
6 60 Ftlgame-scrap 3rd Layer
7 80 Ftlgame-scrap
8 100 Ftlgame-scrap

4th Layer

Stealth Cruisers start without a shield system, and can buy one at a store for 125 scrap. This gives them level 2 shields (1 shield layer).

Some enemies can have level 9 or 10 shields (up to 5 shield layers).