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Defenses

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(Redirected from Planetary Rings)

In Astro Empires defenses are special Structures, which will help to protect your bases from enemies trying to conquer it.

They use the same function as normal structures; each level requires area, population and energy. Although the higher level defense structures only require energy.

When a defense structure is built, it actually builds 5 turrets instead one for example in the layout of Structure box on the planet overview:


Structures Level Defenses (100%) Units
Urban Structures 2
Solar Plants 3 Barracks 5/5
Research Labs 2
Metal Refineries 5


The Barrack is level one yet it is displayed as 5/5, level 2 would be 10/10 and it carries on. As one actual barrack would be too weak, equal to one fighter so if they are built in bunches they equal to a larger force, larger defense.

For more detail on using defenses please see the Defence Guide.



Contents

[edit] Barracks

  • Power: 4
  • Armour: 4
  • Shields: 0
  • Energy Cost: 0
  • Area Cost: 1
  • Level 1 Credit Cost: 5


Barracks are the most basic defence you can buy. They use no energy, however the fast transition between these and higher level defences generally put off most players after the first few days.


[edit] Laser Turrets

  • Power: 8
  • Armour: 8
  • Shields: 0
  • Energy Cost: 1
  • Area Cost: 1
  • Level 1 Credit Cost: 10


Still a relatively basic defence, but sometimes enough to scare low level attackers away from your base. Again, many players move on from these turrets quickly, and as such these defences are largely avoided by base owners.


counter: about 20 fighters usualy does the job as most players who use them don't usualy have  very high laser tech

[edit] Missile Turrets

  • Power: 16
  • Armour: 16
  • Shields: 0
  • Energy Cost: 1
  • Area Cost: 1
  • Level 1 Credit Cost: 20


Probably the first turret capable of inflicting any meaningful damage on the attacker, these turrets are good for taking out small ships in the earlier stages of the game.


[edit] Plasma Turrets

  • Power: 24
  • Armour: 24
  • Shields: 0
  • Energy Cost: 2
  • Area Cost: 1
  • Level 1 Credit Cost: 100


Plasma Turrets are the last defence that most players would class as basic. They are unshielded, but still have the ability to take out medium level units. However, they aren't used much by players beyond level 15 - 20, because of the strength of higher level turrets.


[edit] Ion Turrets

  • Power: 32
  • Armour: 32
  • Shields: 2
  • Energy Cost: 3
  • Area Cost: 1
  • Level 1 Credit Cost: 256


The first turrets to have a shield capability, these defences are regarded, at least in the earlier stages of the game, to be a strong deterrent from attackers. Many players also cite their efficiency at luring fighters into attacking them instead of fleet ships as a reason to keep them up even after much higher level defences have been built.

[edit] Photon Turrets

  • Power: 64
  • Armour: 64
  • Shields: 6
  • Energy Cost: 4
  • Area Cost: 1
  • Level 1 Credit Cost: 1024


Photon Turrets are the first defences with high enough shields to be able to hold off Fighters, and as such can prove extremely important to defenders. The power of these turrets makes it tough for an attacker to make any sort of profit, and very often, in the early stages of the game, bases with Photon turrets are avoided by attackers looking to make an easy profit.

[edit] Disruptor Turrets

  • Power: 256
  • Armour: 256
  • Shields: 8
  • Energy Cost: 8
  • Area Cost: 1
  • Level 1 Credit Cost: 4096


Disruptor Turrets are the first of four turrets used by higher level players. They make reasonable defenses against titans, but don't overestimate them. Most higher level players however scrap these turrets in order to make room for Planetary Rings.

[edit] Deflection Shields

  • Power: 2
  • Armour: 512
  • Shields: 16
  • Energy Cost: 8
  • Area Cost: 1
  • Level 1 Credit Cost: 4096


Deflection Shields are used generally with Disruptor Turrets. They do not prevent units from doing damage to the owner's ships and other base defenses, they act as a 'recharger' unit. For example, think of a scenario where just the right amount of cruisers one hit killed Disruptor Turrets. Now, if there were a set of Deflection Shields there, the damage done by the cruisers will spread between the shields and turrets. After the combat round, the HP of the shields and turrets are also redistributed and might "revive" some of the destroyed turrets. These, like Disruptor Turrets, are for higher level players replaced for their better version, Planetary Shields.

[edit] Planetary Shield

  • Power: 4
  • Armour: 2048
  • Shields: 20
  • Energy Cost: 16
  • Area Cost: 1
  • Level 1 Credit Cost
    • Planet: 25000
    • Moon: 12500
    • Asteroid: 6250


Planetary Shields are the better version of Deflection Shields. They are cheaper on moons and asteroids than on planets and are often used in pairs with Planetary Rings.

[edit] Planetary Ring

  • Power: 2048
  • Armour: 1024
  • Shields: 12
  • Energy Cost: 24
  • Area Cost: 0
  • Level 1 Credit Cost
    • Planet: 50000
    • Moon: 25000
    • Asteroid: 12500


These are the backbone of a higher level player's base defenses, these are things that usually solely damage attacking fleet, where other ships and base defenses are there to distract attacking fleets. If a player has 3 or more levels of Planetary Rings, only idiots will attack the base because the smarter ones know they cannot profit.