Difference between revisions of "Solar Collector"

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(Created page with "{{ Infobox zkunit | name = Solar Collector | description = | image = http://packages.springrts.com/zkmanual/unitpics/armsolar.png | cost = 75 | hitpoints = 500 | mass = 101 |...")
 
(Damage reduction no longer 75%)
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{{ Infobox zkunit
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The '''{{PAGENAME}}''' is a basic, early-game source of [[energy]] in Zero-K.{{ Infobox zkunit
 
| name = Solar Collector
 
| name = Solar Collector
| description =  
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| defname = energysolar
| image = http://packages.springrts.com/zkmanual/unitpics/armsolar.png
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| description = Small Powerplant (+2)
| cost = 75
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| image = http://manual.zero-k.info/unitpics/energysolar.png
| hitpoints = 500
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| icontype = energy_med
| mass = 101
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| cost = 70
| energy = +2
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| hitpoints = 600
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| energy = 2
 
| sight = 273
 
| sight = 273
 
| gridlink = 100
 
| gridlink = 100
| abilities = {{ Infobox zkability armored
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| abilities =  
| reduction = 75
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{{ Infobox zkability armored
| special1 = Forced for 8s when damaged
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| reduction = 67%
}}
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}}
}}The '''Solar Extractor''' is an economic building and an early-game source of [[Energy]] in Zero-K.
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}}==Description==
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{{PAGENAME}}s are the least cost-efficient of the energy structures, but they are also the most reliable and sturdy. When attacked, {{PAGENAME}}s (''solars '') will curl up into an armored form for 8 seconds, reducing incoming damage and offering excellent protection against raiders.  
  
== Description ==
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== Tactics and Strategy ==
Solar collectors are the least cost-efficient of the energy structures, but they are also the most reliable and sturdy. When attacked, solars will curl up into armored form for 8 seconds, which reduces incoming damage to a quarter and offers excellent protection against raiders.  
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{{PAGENAME}}s are a safe and stable source of [[Energy]] in the early game. Build chains of solars between your [[Metal Extractor|mex]]es to set up [[Overdrive]].
  
== Tactics and Strategy ==
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The [[Wind/Tidal Generator]] can be better than the {{PAGENAME}} 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.
Solar Collectors are a safe and stable source of energy in the early game. Build chains of Solars between your [[Metal Extractor|mex]] to set up [[Overdrive]]. More information can be found on the [[Energy]] page.
 
  
 
{{Navbox buildings}}
 
{{Navbox buildings}}
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[[Category:Energy]]

Revision as of 15:08, 3 August 2023

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 an armored form for 8 seconds, reducing incoming damage and offering 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.