Difference between revisions of "Solar Collector"

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(Wind gens. aren't always better... especially when/where there is no actual wind.)
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| icontype = energy_med
 
| icontype = energy_med
 
| cost = 70
 
| cost = 70
| hitpoints = 500
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| hitpoints = 600
 
| energy = 2
 
| energy = 2
 
| sight = 273
 
| sight = 273
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| abilities =  
 
| abilities =  
 
{{ Infobox zkability armored
 
{{ Infobox zkability armored
| reduction = 75%
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| reduction = 67%
 
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}}==Description==
 
}}==Description==

Revision as of 03:45, 23 November 2021

The Solar Collector is a basic, early-game source of energy in Zero-K.

Solar Collector
(energysolar)
Small Powerplant (+2)
energysolar.pngenergy_med
Stats
Cost 70
Hit Points 600
Energy (E/s) 2
Vision Radius (elmo) 273
Grid link range (elmo) 100
Abilities
Armored Form
Reduction (%) 67%
Weapons
None

Description

Solar Collectors are the least cost-efficient of the energy structures, but they are also the most reliable and sturdy. When attacked, Solar Collectors (solars') will curl up into armored form for 8 seconds, which reduces incoming damage to a quarter and offers excellent protection against raiders.

Tactics and Strategy

Solar Collectors are a safe and stable source of Energy in the early game. Build chains of solars between your mexes to set up Overdrive.

The Wind/Tidal Generator can be better than the Solar Collector in terms of power produced (see http://zero-k.info/Forum/Post/220234#220234 for the math), though the Solar Collector is far sturdier and can take far more punishment.