Defense Systems
Status: Partially Implemented - Ship shields and basic combat exist. Station defense and advanced PvP mechanics are planned features.
In Low-Sec and Null-Sec, defense isn't optional. Even in safer zones, having some protection can mean the difference between losing cargo and keeping it.
Defense Philosophy
ECON Galaxy's defense system follows realistic principles:
- Deterrence > Destruction - Make attacking unprofitable
- Layered defense - Multiple systems working together
- Cost vs. Risk - Match defense spending to actual threat
You're not trying to be invincible. You're trying to make attacking you a bad idea.
Ship Defense
Shield Systems
| Module | Capacity | Recharge | Best For |
|---|---|---|---|
| Light Shield | 100 | 5/tick | Small ships, Low-Sec |
| Medium Shield | 250 | 10/tick | Medium ships, regular threats |
| Heavy Shield | 500 | 20/tick | Large ships, High-risk ops |
| Capital Shield | 1000+ | 40/tick | Capital ships |
Shields regenerate. If they break, damage goes to hull. Hull doesn't regenerate easily.
Armor Systems
| Type | HP Bonus | Effect |
|---|---|---|
| Light Plating | +50 | Minimal weight |
| Reinforced Hull | +150 | Some weight penalty |
| Heavy Armor | +300 | Significant speed reduction |
Armor is backup when shields fail. Heavy armor makes you slow but hard to kill.
Weapons
| Weapon | Damage | Range | Notes |
|---|---|---|---|
| Light Pulse | 25 | 1km | Cheap, fast, low power |
| Medium Blaster | 50 | 500m | Close range, high damage |
| Heavy Cannon | 75 | 2km | Expensive, effective |
| Torpedo | 100 | 3km | Slow, devastating |
Trading ships often skip weapons entirely. Combat ships specialize.
Electronic Warfare
| System | Effect |
|---|---|
| ECM | Disrupts enemy targeting |
| Sensor Booster | Detect threats earlier |
| Cloak | Avoid detection (rare, expensive) |
Sometimes the best defense is not being found.
Station Defense
Passive Defenses
| System | Function |
|---|---|
| Station Shields | Absorb damage |
| Armor Plating | Backup protection |
| Redundant Systems | Keep operating when damaged |
Passive defenses buy time. They don't win fights alone.
Active Defenses
| System | Target | Notes |
|---|---|---|
| Point Defense | Missiles, fighters | Automated, always on |
| Weapons Battery | Ships | Manual or AI-controlled |
| Fighter Bay | Attackers | Requires pilots/AI |
Active defenses shoot back. More expensive, more effective.
Defense Platforms
Separate structures that defend an area:
- Sentry Gun - Basic automated weapon
- Missile Platform - Long-range, high damage
- Fighter Base - Deploys combat drones
Platforms extend your defensive perimeter beyond the station.
Security Zones & Defense
High-Sec
- ECON protects you
- Attackers face severe penalties
- Recommended: Minimal shields, no weapons
- Risk: Very low
Mid-Sec
- ECON responds, but slowly
- Some piracy exists
- Recommended: Medium shields, basic weapons or ECM
- Risk: Moderate
Low-Sec
- ECON presence minimal
- Pirates actively hunt
- Recommended: Full combat fit or fast escape fit
- Risk: High
Null-Sec
- No ECON presence
- Player-controlled territory
- Recommended: Maximum defense, travel in groups
- Risk: Maximum
Defense Strategies
The Hauler Strategy
"Too fast to catch, too cheap to bother"
- Fast ship with afterburners
- Minimal cargo (don't be worth attacking)
- ECM to break targeting
- No weapons (save power for speed)
If you can't fight, don't. Just leave.
The Deterrence Strategy
"Attacking me will cost more than you'll gain"
- Visible weapons
- Good shields
- Escort ships on valuable runs
- Reputation for defending yourself
Pirates prefer easy targets. Don't be one.
The Turtle Strategy
"I can take anything you throw"
- Heavy shields and armor
- Point defense against small threats
- Slow but nearly invincible
- Used for high-value cargo
When the cargo is worth it, make the ship a fortress.
The Swarm Strategy
"Safety in numbers"
- Multiple cheap ships
- Spread cargo across fleet
- Attack one, others escape
- Pirates can't catch everything
Corporation fleets often use this - losing one ship of ten is acceptable.
Defense Economics
Cost vs. Risk Calculation
Expected Loss = Probability of Attack × Value at Risk
Defense Value = Expected Loss Avoided - Defense Cost
Example:
- Running 100,000 credit cargo through Low-Sec
- 20% chance of attack, 80% loss rate if attacked
- Expected loss: 0.2 × 0.8 × 100,000 = 16,000 credits
If defense costs less than 16,000 per trip, it's worth it.
Don't Over-Defend
Common mistake: spending more on defense than you could possibly lose.
A 500,000 credit defense fit on a ship carrying 50,000 in cargo makes no sense.
Insurance
Ships can be insured:
- Pays out on ship loss
- Doesn't cover cargo
- Costs scale with ship value
Insurance + cheap ships + valuable cargo = the hauler's approach.
Threat Response
Attack Warning Signs
- Unknown ships following you
- Scanners being used on your cargo
- Questions about your route/cargo
- Ships positioning near jump points
During Attack
- Assess: Can you fight? Can you run?
- Decide fast: Every second matters
- Execute: Commit to your choice
- Call for help: If available
After Attack
- Report to ECON (in appropriate zones)
- Update route intelligence
- Learn from the encounter
- Adjust defenses if needed
Defense Tips
- Know your zone - Defense needs vary dramatically
- Don't advertise wealth - Flashy ships attract attention
- Vary your routes - Predictable = vulnerable
- Have an escape plan - Always know your out
- Travel during busy hours - More witnesses = less piracy
- Insurance is defense - Accept some losses
Related Topics
- Security Zones & PvP - Zone rules and PvP mechanics
- Ship Types - Combat vs. trade ships
- Modules & Fitting - Defensive modules