

This is explained in more detail in the Defensive Effects section below. The strength of a shield can be increased using the Ion Effect system: this will reduce damage taken by shields by up to 60%, effectively functioning as an Armor value for shields. The only design consideration is deciding what values of shield capacity and regeneration are desirable bearing in mind the power demands the Shield-Rechargers will make on the ship's power system. This often serves to make them an ideal filler block, being used in small spaces where other blocks, which require efficient placement, would go to waste. Unlike most other ship systems, shield systems require no controller, nor do they have any placement rules which affect efficiency. However, if the ship is still taking damage, it is likely that they will be rapidly depleted again, and another 10 second recovery time will begin, leaving the ship open to continued damage. After this 10 seconds has elapsed, the shields will begin recharging once more. Once a ship's shields have reached 0 HP, they will stop recharging for 10 seconds. Once the shield is depleted, it is rendered temporarily vulnerable. While an entity has any shield remaining, it will not take block damage. The capacity of the shield is dependent on the number of Shield Capacitors, and its rate of regeneration is dependent on the number of Shield-Rechargers. A shield system relies on two blocks: the Shield Capacitor and the Shield-Recharger. Shields are the first layer of an entity's defenses. Allowing heavy, slow-turning ships to apply damage to smaller, more maneuverable vessels.Shooting down incoming missiles, neutralizing damage which would otherwise have to be mitigated by shields or armor.Turrets: Although not exclusively defensive in nature, AI-controlled turrets still play key roles in entity defense:.

This countdown can be stopped, and the entity rendered operable again, by "rebooting" it. An overheating entity has a countdown, proportional to the entity's size, before it collapses, disappearing altogether. When it is reduced to 50%, the entity will overheat: this ejects any pilot in its Ship Core and renders it inoperable. As it decreases, various penalties are applied to the entity.

Here is a brief breakdown of the various mechanics which are relevant to defense.
