A risk/reward mechanic where resource generation is tied to shield status, creating strategic decisions between protection and progression.
| Resource | Base Rate | Shield ON (0%) | Shield OFF (250%) | Difference |
|---|---|---|---|---|
Credits | 1,000 | 0 | 2,500 | +2,500/hr |
Alloy | 500 | 0 | 1,250 | +1,250/hr |
Energy Cells | 300 | 0 | 750 | +750/hr |
Quantum Cores | 50 | 0 | 125 | +125/hr |
Alliances can coordinate shield drops to protect farming members.
During alliance wars, shields are disabled for all participants.
Drop shield to lure attackers, then have alliance rally reinforcements for a trap
Coordinate 10+ alliance members to drop shields simultaneously for mass farming
Keep enemy shielded by constant attack threats, starving their economy
Whales can buy shields, but cannot buy the 250% production bonus. This means active F2P players can out-produce passive spenders.
Shield purchases estimated at 15-20% of total IAP revenue, with most coming from casual players seeking protection.
Shield system reduces rage-quit from attacks by ~35%while maintaining competitive tension.