Here have an itemized shield.
Capacitator Shield (Stage 3, $250):
passive so it doesn't need to be activated. Takes up the backpack slot. Thus not usable with battpack, jetpack or bs.
Damage absorption: 100%, 1 hit of any value will do.
So a goon headchomp will turn it off but a granger spit or single acid tube hit would as well. It doesn't protect from worlddamage but it doesn't get turned off when you get damaged by the world either.
After this hit it has to recharge the capacitor,
time to do this has to be balanced. 25 or 30 seconds to start with. It can only recharge if there is a reactor.
Note: it does not have to recharge at a reactor. It is similar to the jetpack in the regard it simply doesn't charge anymore when the reactor is gone. So if the reactor is gone you have a single hit immunity with no recharge.It gets bought fully charged.
Usage characteristics:
- It might be used to intercept goon barbs by builders and defenders.
- Get in that 'first' shot when exiting a locked down human base with a luci or other heavy hitter.
- Its offensive use is less because of it being turned off by every single hit and having a large recharge time. It wouldn't be as good for taking damage as the bs. Sadly it could severly cripple hive defended bases though. Hives are getting real weak
.
Additions:
Switch:
You might want to enable an active/passive switch if you want to make it complicated but strategically usable.
So it needs to be set to active to charge, if you keep it on active it is on and will take the first hit and need to recharge.
If its charged and you put it on passive it gets turned off. You can get damaged but if you turn it on it will have a full charge and intercept a hit after which it needs to recharge again.