Shield Emitters

Shield emitters are structures on board ships that allow the use of deflector shields. Different ship classes will have a different limitation of how many shield emitters they can have on board. There are also different types of shield emitters. Certain ships may also not use shields. Shields when they are raised protect your ship from all forms of damage, including a player attempting to break through the hull by hand.

# **Shield Mechanics**

Once the ship powers up (assuming the shield structures are built correctly), the shields will begin charging. Different shield emitters will have different health, charge, and recharge values. Having multiple emitters will also increase health at the cost of increased charge time and cooldown time. A Class 1 emitter with 1200 HP, 30 second charge, and 20 second recharge will mean that having two Class 1 emitters will make your ship have 2400 HP, 60 second charge, and 40 second recharge. The shields can be raised by right clicking any shield control sign on the craft at any point during the charging process, so long as the charge is not currently at 0%. The shields can also only recharge while lowered. If a ship has over the allowed number of emitters, an appropriate number of emitters will be randomly selected and deactivated.

Shields will fail once they take too much damage. When the health drops to 0, the shields will become disabled and will not be usable until the cooldown expires. Cooldown and charge time can be reduced with the use of Shield Coolers. If any part of a shield emitter is damaged, that emitter will no longer provide any shield effects. If all shield emitters are damaged or destroyed, the shields will no longer function. If all shield control signs on the craft are destroyed, the shields will become completely inoperable.

Shields also burn fuel when they are raised. Different shield emitters will have different burn rates. A value of 1.0 means that it will burn 1 coal every second. A ship with no fuel cannot raise shields, and the shields will lower if the ship runs out of fuel.

# **Shield Control Sign**

In addition to the shield emitters, the ship will need one or more shield control signs in order to operate the shields. The shield control sign can be created by typing "Shields" (without the quotation marks) on the first line of any sign. Once the ship powers up, the sign should format itself to something similar to this:

This is the lowered state of the shield. The shields will charge at any point during this state.

Shields can be raised at any point during the charging process This state is the raised state:

When shields have taken too much damage, they will become disabled. The disabled state does not allow any interaction with the shields until the progress bar is at 100%. The sign appears like this:

When the shields are completely inoperable, the sign will appear like this:

# **Emitter Classes**

Here are the different classes of shield emitters. Each class will have a different HP value, charge time, cooldown time, and vessel class rating. Unrated shield emitters are shield emitters that can be used on ships at the penalty of disabling all shield coolers on the craft. You can check how to build the shield emitters from the Shield Emitters section in /warp Movecraft on the server.

**Class 1**

* Health: 1500
* Charge Time: 10 Seconds
* Cooldown Time: 10 Seconds
* Fuel Burn Rate: 0.1 Seconds
* Rated Types: Interceptor, Fighter, Bomber
* Unrated Types: None

**Class 2**

* Health: 10000
* Charge Time: 20 Seconds
* Cooldown Time: 20 Seconds
* Fuel Burn Rate: 0.2 Seconds
* Rated Types: Corvette, Frigate, Destroyer
* Unrated Types: Bomber

**Class 3**

* Health: 35000
* Charge Time: 30 Seconds
* Cooldown Time: 30 Seconds
* Fuel Burn Rate: 0.3 Seconds
* Rated Types: Cruiser, Battleship, Carrier
* Unrated Types: Destroyer

**Class 4**

* Health: 100000
* Charge Time: Seconds
* Cooldown Time: 40 Seconds
* Fuel Burn Rate: 0.4 Seconds
* Rated Types: Dreadnought
* Unrated Types: Battleship

# **Vessel Limitations**

These are the limits on how many of a specific emitter type each ship class can have.

**Miner**

* Class 1: 0
* Class 2: 0
* Class 3: 0
* Class 4: 0

**Turret**

* Class 1: 0
* Class 2: 0
* Class 3: 0
* Class 4: 0

**Elevator**

* Class 1: 0
* Class 2: 0
* Class 3: 0
* Class 4: 0

**Factory**

* Class 1: 0
* Class 2: 0
* Class 3: 0
* Class 4: 0

**Submarine**

* Class 1: 0
* Class 2: 0
* Class 3: 0
* Class 4: 0

**Boat**

* Class 1: 0
* Class 2: 0
* Class 3: 0
* Class 4: 0

**Speeder**

* Class 1: 0
* Class 2: 0
* Class 3: 0
* Class 4: 0

**Interceptor**

* Class 1: 2
* Class 2: 0
* Class 3: 0
* Class 4: 0

**Fighter**

* Class 1: 3
* Class 2: 0
* Class 3: 0
* Class 4: 0

**Bomber**

* Class 1: 4
* Class 2: 1 (Unrated)
* Class 3: 0
* Class 4: 0

**Corvette**

* Class 1: 0
* Class 2: 2
* Class 3: 0
* Class 4: 0

**Frigate**

* Class 1: 0
* Class 2: 3
* Class 3: 0
* Class 4: 0

**Destroyer**

* Class 1: 0
* Class 2: 4
* Class 3: 1 (Unrated)
* Class 4: 0

**Cruiser**

* Class 1: 0
* Class 2: 0
* Class 3: 4
* Class 4: 0

**Battleship**

* Class 1: 0
* Class 2: 0
* Class 3: 5
* Class 4: 1 (Unrated)

**Carrier**

* Class 1: 0
* Class 2: 0
* Class 3: 6
* Class 4: 0

**Dreadnought**

* Class 1: 0
* Class 2: 0
* Class 3: 0
* Class 4: 3