
Stacks additively with multiple Shield Charge Boosters, and multiplicatively with crew skill."Boosts the ship's shield recharge rate by 15 percent." The Engi Cruiser Layout C starts with this augment.ĭefensive Augmentations Shield Charge Booster.Does not affect enemy combat drones or boarding drones.Does not affect the enemy Shield Overcharger.


Causes defensive drones to completely stop working."Prevents enemy defense drones from targeting anything." This augment is almost useless, since hacking already locks doors and impedes enemy crew movement.Crew members who enter the affected room during the Hacking Pulse are stunned to the end of the duration as well.Affects both the enemy's and player's crew members."All crew inside a room during a Hacking Pulse will be stunned for the duration." This is because one missile is used when firing these weapons, even though there are multiple attacks from them. Multi-shot weapons (Swarm and the Pegasus Missiles) have the same 50 percent chance of not using a missile in their volley."Missile based weapons have a 50 percent chance of not using a missile." However, the augment also prevents intentionally breaking cloak, which can help your cloak recharge between Flagship power surges. Helpful with quick-firing weapons, if you want to fire during cloak.This augmentation removes the cloak-shortening effect caused by firing non-beam weapons while cloaked."Prevents your weapon fire from disrupting your cloak, allowing you to shoot at will while cloaked." The most expensive augment in the game.Does not affect the artillery systems found on the Federation Cruisers.Only gives one charge to charge weapons, by default.Only skips the first charge cycle of chain weapons (so no "instant Vulcan").Only works for weapons that were powered from the previous beacon."Weapons are made immediately available after an FTL jump." For example, with fully-trained crew and three reloaders, the multiplier is 0.8/(1 + 3/10) = 0.615, meaning a Flak 1 would fire in 6.15 seconds.If "C" is the crew skill multiplier and "R" is the number of reloaders, the charge time multiplier is: C/(1 + R/10).Cooldown is the inverse of firing rate, so one Automated Reloader divides cooldown by 1.1. Reloaders stack additively, so three of them increase firing rate by 30%. You could think of it as increasing shots per minute. It actually increases firing rate by 10%. The augment description is somewhat misleading.Stacks additively with multiple reloaders, and stacks multiplicatively with crew skill.This also applies to the artillery system on the Federation Cruisers."Cooldown between weapon shots is improved by 10 percent." For example, the Higgs field has been calculated to possess about 10 46 J/m 3.Weapon Augmentations Automated Re-loader These fields also imply tremendous energy density. Quantum field theory says that all fundamental particles are excitations in their respective fields. and has nothing to do with dark energy or the cosmological constant. This is known as: vacuum energy, zero point energy, vacuum foam, etc. On the other hand, QM and field theory says that there is tremendous energy density in the vacuum itself that is roughly 10 120 times greater than the critical density. This number includes ordinary matter, dark matter and dark energy. According to GR this implies that the universe on the large scale matches the “critical” energy density of about 8.5×10 -10 J/m 3.

Cosmological observation proves that the universe is flat spacetime on the large scale. The biggest discrepancy in all of physics is the approximately 10 120 difference between the energy density of the universe obtained from general relativity (GR) compared to the energy density of the vacuum obtained from quantum mechanics (QM).
