Difference between revisions of "Solar Collector"
		
		
		
		
		
		
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|  (Wind gens. aren't always better... especially when/where there is no actual wind.) | HistidineBot (talk | contribs)  m (Page auto-updated with DotNetWikiBot) | ||
| Line 6: | Line 6: | ||
| | icontype = energy_med | | icontype = energy_med | ||
| | cost = 70 | | cost = 70 | ||
| − | | hitpoints =  | + | | hitpoints = 600 | 
| | energy = 2 | | energy = 2 | ||
| | sight = 273 | | sight = 273 | ||
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| | abilities =   | | abilities =   | ||
| 	{{ Infobox zkability armored | 	{{ Infobox zkability armored | ||
| − | 	| reduction =  | + | 	| reduction = 67% | 
| 	}} | 	}} | ||
| }}==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) | |||||
|    | |||||
| Stats | |||||
| Cost | 70 | ||||
| Hit Points | 600 | ||||
| Energy (E/s) | 2 | ||||
| Vision Radius (elmo) | 273 | ||||
| Grid link range (elmo) | 100 | ||||
| Abilities | |||||
| 
 | |||||
| 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.

