Fishman -> RE: Energy production/use (4/14/2010 2:40:12 PM)
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quote:
ORIGINAL: sbach2o Here an interesting tradeoff comes into play: You do not necessarily need to balance your ship's generator output against a battle under sprint conditions. A battle which is not being fought under these conditions is either a siege against a stationary target, or one that someone has already lost. quote:
ORIGINAL: sbach2o The typical speed in ship vs. ship is cruise, so that should be the baseline below which one shouldn't drop. Actually, my experience is that most battles are fought at sprint or close to it. In most battles, one side either has a range advantage and seeks to maintain it, or is clearly superior, which results in the weaker side attempting to flee. This immediately pushes for the battle to be fought at Sprint, as either someone (probably you) is attempting to avoid an approaching opponent who wishes to close, or someone has realized they are outmatched and is now attempting to flee, which necessitates chasing him down. Since defenses do NOT consume variable power, any ship incapable of sustaining combat at sprint quickly becomes irrelevant to the fight, one way or another. I typically try to aim for a generator output that can power all weapons during cruise speed and as close to sprint speed as I can manage without too many sacrifices. Getting to power all weapons at sprint speed still, is a bonus. quote:
ORIGINAL: sbach2o When energy collectors come into the equation, all is down to guesswork, though. Energy collectors come into play anytime an object is immobile, combat or otherwise, which, for a base, means "always", while for a ship, combatwise, "never", as no ship voluntarily remains stationary during a fight. quote:
ORIGINAL: sbach2o Yes, my original post was in response to a question about powering bases. Unless bases fold up, power down their collectors during battle according to some hidden rule somehow, the actual power output of Energy Collectors is indeed an important factor in the equation. It is claimed that an energy collector's output is, in some "average" case, equivalent to its rating, and in somewhat less than ideal cases, perhaps less. It is unknown if more ideal energy collection environments result in energy collection greater than the listed value. I do not have enough empirical data to confirm one way or another, however, as combat against bases tends to be relatively infrequent and short, with the base either meeting with a swift death at the hands of a vastly outnumbering fleet, or the attacking fleet meeting with a swift death at the hands of an enraged starbase. As only spaceports and gas mining stations tend to come under frequent attack, and both structures tend to have access to large quantities of fuel and be deployed under widely variable conditions, good data is hard to come by on this, especially when a lack of size constraints tends to make one choose to err on the side of caution. quote:
ORIGINAL: sbach2o Resupply Ships are yet another interesting case. It is best to treat them as "ships" in regard to reactor output and energy providance, because an undeployed resupply ship behaves indistinguishably from a ship, and a deployed resupply ship has unlimited fuel and therefore no need to conserve it.
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