In Rebel Galaxy, defense options are structural modifications or devices that provide protection to your ship and can be installed once you have docked on a station with an equipment bay service. Rebel Galaxy uses hull plating, shields, and deflectors. Rebel Galaxy Outlaw uses hull armor, shield generators, and electronic countermeasures or ECMs.
Shields are the first and main line of defense for your ship. They provide protective energy fields that can absorb a certain amount of incoming fire before they are depleted, though they recharge over time. Hull is the second main line of defense for your ship and they protect all of your other components. They both work on a 4 direction basis, port (left), starboard (right), front, and rear. That is, damage to your rear only affects your rear shields and once depleted, damage to your rear will affect your rear hull. Deflectors are a temporary-use additional shield that is manually activated.
Hulls[]
Hulls determine the ship's armor type and its capacity to endure damage. It is an important component because it absorbs damage when your shields are depleted, without impairing your systems (that could make your ship unable to fire, to run away or even to recharge your shields). After a damage (displayed graphically with emptied yellow bars around your ship silhouette) you have to repair the armor in any space station with equipment bay, paying credits. Note that expensive armor will protect you the best, but its maintenance will also cost you the most credits.
Hull armor[]
Components
(game v1.06) |
Damage
capacity |
Price | Duranium equivalent |
---|---|---|---|
Plastine Armor | 200 | 500 | 16 cm |
Carbide Armor | 300 | 5,5k | 20 cm |
Versasteel Armor | 500 | 18,5k | 30 cm |
Duratanium Armor | 750 | 75k | 50 cm |
Shields[]
Shield generators provide protective energy fields that can deflect a certain amount of incoming fire before they are depleted, though they recharge over time. Shield generators provide independent shields on each of four arcs: fore, port, starboard, and aft.
Shield generators[]
A shield generator is a key component for your survival. It absorbs all the incoming damage until depleted. Once damaged it takes some time to recharge while draining significant power. For this reason is important to upgrade your powerplant before the shield generator your ship can install, because insufficient power produced can temporary disable weapons, afterburner or significantly slow your shield recharge speed.
Shield Generator 1 is provided as the starting shield generator and is automatically equipped.
Components
(game v1.06) |
Damage
capacity |
(full)
Recharge time (s) |
Energy use
(recharging) (GJ/s) |
Price | Damage point
restored per second (x/s) |
Damage points
per energy (x/GJ) |
---|---|---|---|---|---|---|
Shield Generator 1 | 200 | 25 | 6 | 10k | 8.0 | 1.33 |
Shield Generator 2 | 300 | 33 | 12 | 29k | 9.1 | 0.76 |
Shield Generator 3 | 450 | 45 | 17 | 62k | 10.0 | 0.59 |
Shield Generator 4 | 700 | 53 | 22 | 117k | 13.2 | 0.60 |
Deflectors[]
Deflectors are a temporary-use additional shield that is manually activated. The Deflector stays active until either its energy pool depletes or it absorbs the maximum damage it can handle.
ECM[]
Electronic countermeasures (ECM) are devices which can confuse incoming missiles into breaking off their approach. An ECM Package 1 can be won playing 8-Ball at Port Ozark, Missouri.
Components
(game v1.06) |
Reload
time (s) |
Lock chance
(success rate) |
Price |
---|---|---|---|
ECM Package 1 | 8 | 25% | 5250 |
ECM Package 2 | 6 | 50% | 19k |
ECM Package 3 | 4 | 75% | 48k |