FEATURE OVERVIEW Shields are available for all vessels and for bases - in different protection levels. Please note, that these are not ‘bubble shields’ but are designed as an integrated layer on top of the individual building blocks. This means, even if you are inside a base, the shield is not a barrier, but active on ANY exposed block! Because of that, we call them ‘hull polarization shields’, adding a virtual shell with a defined value of Hipoints around your vessel or bases exposed areas. This of course also means that you or your opponent cannot add or remove or repair blocks or devices (like turrets) in the middle of a fight, as this this would feel like exploting the polarized hull protection. You will have to make a choice when to activate the shields and when to drop them. The shields require a shield generator and pentaxid tank. While the Shield-HP are “loaded” by converting some amount of Pentaxid, the shields themselves of course need some significant amount of power when being activated and run. When the shield is hit by weapon fire, the HP will drop, but each shield has a recharge rate to counter that to some extent. When the shield is loading up the first time as well as when reactivating a formerly deactivated (but not nullified) shield, you need to consider a cooldown/activation delay. So you cannot simply have a shield shut down and reactivated in no time. But: The shield WILL conserve its HP level when deactivated, and offer the same HP level when being reactivated (of course not instantly, but, as described, after a short load-up time). QUESTIONS AND ANSWERS Q: Can i config the shield devices in the public config? A: Yes. The blocks are exposed in the Config.ecf Q: Are there certain weapons that can penetrate shields? A: No. Or better: not yet. Currently ALL weapons are held off by the shield. There is only one slight modifier * Laser-Weapons do slightly MORE damage to shields compared to blocks/enemies * Bullet-Weapons do slightly LESS damage to shields compared to blocks/enemies * Explosive-Weapons do the same damage to shields, but they have their "splash damage" removed Q: Do you plan to add more and different levels of shields in the future? A: This is very likely, but depends on the feedback Q: Does the shield use pentaxid for being run or only when HP are loaded? A: Only for loading the HP. Q: Does the shield use more or less Pentaxid for the HPconversion at loadup or later? A: Currently it always uses the same conversion rate per % or HP restored (eg. for 10% it uses the same amount of pentaxid at start, mid or end) NOTE: As this mechanic is entirely new to Empyrion, the cooldown timers, the requirements in terms of Pentaxid-to-HP, the recharge speed and the hitpoints of the different shields in general are of course subject to change in an ongoing balancing with the goal to create a complementary gameplay to the armor blocks - not a replacement of either.