How is the shield charged?

Questions about rules, how things work, etc.
Tue Dec 01, 2015 4:03 pm

  • Shields, no matter their size will always take 48 hours to fully charge, is that correct?
    Or does the shield charge at a steady rate, no matter the shield size?
    If the first assumption is correct, does that mean there could be an outpost with enough of a shield size to counteract the Tinkerer's local effect and still gain shield, and if so what number would that be (I'll probably calculate this later when I have more time, unless someone does it before me)?
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    pandasecret
     
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Tue Dec 01, 2015 4:56 pm

  • I believe that the first assumption is correct, but that the tinkerer drains the shields at a steady rate as well, independent of actual charge. I could be wrong, though
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    roadkiehl
     
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Tue Dec 01, 2015 5:28 pm

  • every shield charges at the same rate. A weak shield(max 10) will charge in the same time as a strong shield(max 20+). However, in terms of the tinkerer, I believe shield is drained at a rate of -3 regardless of how fast the shield would regularly charge.
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Tue Dec 01, 2015 5:44 pm

  • Ok, time to make some (silly) calculations :geek: . The goal is for the shield to charge faster than Tinkerer:
    The Tinkerer decreases shield by 3 per hour.
    A 10 shield outpost gains 10 shield in 48 hours, or .208 per hour.
    In order to get over 3 per hour, we calculate 3*48 = 144 shield.
    Rounded up the the nearest 10 would be 150. That means in order to counteract the Tinkerer's drain, without being gifted specialists, one would have to have the equivalent of their Queen (+20), 3 security chiefs (+60), and 3 kings (+60) at a 10 shield outpost. And the rate of shield charge would be 0.125 per hour, meaning without an Inspector, it would take 12,000 hours (or 500 days) to charge up that shield! (And a martyr could blow it all up :D )
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Tue Dec 01, 2015 5:52 pm

  • pandasecret wrote:Ok, time to make some (silly) calculations :geek: . The goal is for the shield to charge faster than Tinkerer:
    The Tinkerer decreases shield by 3 per hour.
    A 10 shield outpost gains 10 shield in 48 hours, or .208 per hour.
    In order to get over 3 per hour, we calculate 3*48 = 144 shield.
    Rounded up the the nearest 10 would be 150. That means in order to counteract the Tinkerer's drain, without being gifted specialists, one would have to have the equivalent of their Queen (+20), 3 security chiefs (+60), and 3 kings (+60) at a 10 shield outpost. And the rate of shield charge would be 0.125 per hour, meaning without an Inspector, it would take 12,000 hours (or 500 days) to charge up that shield! (And a martyr could blow it all up :D )

    Interesting numbers, but like I said before, I believe shields will always be drained at -3 units per hour even if you do have 150 shields. although in theory that would give you +450 electricity, which is better than a MoE.
    My faith has found a resting place,
    Not in device or creed;
    I trust the ever-living One,
    His wounds for me shall plead.
    I need no other argument,
    I need no other plea,
    It is enough that Jesus died,
    And that He died for me.
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    aclonicy
     
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Tue Dec 01, 2015 7:19 pm

  • aclonicy wrote:Interesting numbers, but like I said before, I believe shields will always be drained at -3 units per hour even if you do have 150 shields. although in theory that would give you +450 electricity, which is better than a MoE.

    Aww.
    This makes me want to create a game just to test out "What IF" scenarios, or perhaps a sandbox mode.
    Can anyone else confirm whether Tinkerer sets the drain to -3/hour or just drains -3/hour and can be countered by 150+ shields?
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Tue Dec 01, 2015 9:21 pm

  • 98% sure that it's -3.
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Tue Dec 01, 2015 9:44 pm

  • Yes the -3/hr can be countered with 150+ shields. Since it drains 3 per hour and the shields recharge at X per 48 hours X needs to be higher than 3*48. so it has to be at least 150. At 150, it would take 50 days for the shields to fully recharge. For other shield charge the rate of shield charge will be the same as an outpost with a shield charge of 'shield charge' - 144.
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Wed Dec 02, 2015 5:54 am

  • pandasecret wrote:
    aclonicy wrote:Interesting numbers, but like I said before, I believe shields will always be drained at -3 units per hour even if you do have 150 shields. although in theory that would give you +450 electricity, which is better than a MoE.

    Aww.
    This makes me want to create a game just to test out "What IF" scenarios, or perhaps a sandbox mode.
    Can anyone else confirm whether Tinkerer sets the drain to -3/hour or just drains -3/hour and can be countered by 150+ shields?


    What are you asking?

    If you have 150 shield charge it would fluctuate from 147 to 150 with a tinker assuming you have 150 before the tinker hire.
    Boom.
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Wed Dec 02, 2015 12:34 pm

  • yottawatts wrote:
    pandasecret wrote:
    aclonicy wrote:Interesting numbers, but like I said before, I believe shields will always be drained at -3 units per hour even if you do have 150 shields. although in theory that would give you +450 electricity, which is better than a MoE.

    Aww.
    This makes me want to create a game just to test out "What IF" scenarios, or perhaps a sandbox mode.
    Can anyone else confirm whether Tinkerer sets the drain to -3/hour or just drains -3/hour and can be countered by 150+ shields?


    What are you asking?

    If you have 150 shield charge it would fluctuate from 147 to 150 with a tinker assuming you have 150 before the tinker hire.
    Boom.

    Yeah but not if you had 0 shield to start with. But I guess that's a good point. Except that maybe your tinkerer is there before you get 150 shield
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