In Rebel Galaxy Outlaw, 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.
Hull[ | ]
Hulls determine the ship's armor type and its capacity to endure damage.
Available hulls include:
Components
(game v1.06) |
Damage
capacity |
Price |
---|---|---|
Plastine Armor | 200 | 500 |
Carbide Armor | 300 | 5,5k |
Versasteel Armor | 500 | 18,5k |
Duratanium Armor | 750 | 75k |
NOTE: the hull armor 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.
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.
Available shield generators include:
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 |
NOTE: the 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 maximize your powerplant installed before the best shield generator your ship can install, because insufficient power produced can temporary disable weapons, afterburner or slowing significantly your shield recharge speed.
ECM[ | ]
ECM, or electronic countermeasures, are devices which can confuse incoming missiles into breaking off their approach.
Available ECM packages inclide:
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 |
NOTE: the ECM Package 3 has highly the best performance, in particular with 75% chance of success, so it's recommended to install it ASAP, because enemy missiles can instantly remove your shields (and it takes quite some time to recharge them while firing).