Difference between revisions of "Solar Collector"
		
		
		
		
		
		
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|  (Added cat Energy.) |  (Damage reduction no longer 75%) | ||
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| }}==Description== | }}==Description== | ||
| − | {{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 | + | {{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 == | ||
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) | |||||
|    | |||||
| 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 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.

