BigWolfChris -> RE: is there such a thing as too much energy? (8/26/2012 10:26:08 PM)
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Rule #1, Components use energy from your energy storage, so that needs to be at least a little bigger as your weapons+shield recharge, or all your weapons will not fire at once, on a ship, power used in cruise speed needs to be added as well On a mobile ship, this energy storage is only ever replenished using your fuel reactor, which uses X amount of fuel per unit of energy it gives you On a stationary ship or base, the game will first replenish energy stores using any energy collectors on board, if the usage hasn't been covered, it will then kick back over to the reactor to fill the rest Rule of thumb I (and many others) use is, on ships you have enough collectors to cover static energy, then make sure you have enough excess energy output from reactors to cover weapons+shield recharging+cruise speed while keeping to rule #1 above concerning energy storage On a base however, you can run your base on collectors alone, have the collector energy higher than the energy/second used by weapons, shield recharge and static energy After ensuring rule #1 is followed, if you have negative excess output, you need more energy collectors to cover that as well This will then mean a base never has to use it's fuel unless energy collectors get taken offline through combat Downside is that it'll be more expensive Of course, collectors advice goes completed out of the window in deepspace as they don't work, meaning you'll use reactors full stop Hope that helps, and I'm sure this is still right and it hasn't changed since some of us worked this out years back
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