Difference between revisions of "Solar Collector"

From Zero-K
Jump to navigation Jump to search
(Wind gens. aren't always better... especially when/where there is no actual wind.)
m (Page auto-updated with DotNetWikiBot)
Line 6: Line 6:
 
| icontype = energy_med
 
| icontype = energy_med
 
| cost = 70
 
| cost = 70
| hitpoints = 500
+
| hitpoints = 600
 
| energy = 2
 
| energy = 2
 
| sight = 273
 
| sight = 273
Line 12: Line 12:
 
| abilities =  
 
| abilities =  
 
{{ Infobox zkability armored
 
{{ Infobox zkability armored
| reduction = 75%
+
| 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)
energysolar.png
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.