Difference between revisions of "Solar Collector"

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The '''{{PAGENAME}}''' is a basic, early-game source of [[energy]] in Zero-K.{{ Infobox zkunit
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The '''{{PAGENAME}}''' is a basic, early-game source of [[energy]] in Zero-K.{{Autoinfobox zkunit
| name = Solar Collector
 
 
| defname = energysolar
 
| defname = energysolar
 
| description = Small Powerplant (+2)
 
| description = Small Powerplant (+2)
| image = http://manual.zero-k.info/unitpics/energysolar.png
 
| icontype = energy_med
 
| cost = 70
 
| hitpoints = 500
 
| energy = 2
 
| sight = 273
 
| gridlink = 100
 
| abilities =
 
{{ Infobox zkability armored
 
| reduction = 75%
 
}}
 
 
}}==Description==
 
}}==Description==
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 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.  
  
 
== Tactics and Strategy ==
 
== Tactics and Strategy ==
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.
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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]].
  
Note that the [[Wind/Tidal_Generator]] is always better than the Solar Collector in terms of power produced (see http://zero-k.info/Forum/Post/220234#220234 For the math). Thought the Solar Collector is far sturdier and can take far more punishment.
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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.
  
 
{{Navbox buildings}}
 
{{Navbox buildings}}
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[[Category:Energy]]

Latest revision as of 03:49, 18 May 2024

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

Solar Collector
(energysolar)
Small Powerplant (+2)
Solar Collector energy_med
Stats
Cost 70
Hit Points 600
Energy (E/s) 2
Vision Radius (elmo) 273
Grid link range (elmo) 100
Abilities
Armored Form
Reduction (%) 66%
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.