Darkspire -> RE: a question about ship design and energy/fuel (12/10/2013 9:12:35 PM)
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This might help. A guide to Energy The "excess energy output" you mention is what is left over after everything is taken into account with the energy from your reactors. Each to there own but for me I design by the 'Sprint Method', this basically means that I balance the power output needed from adding 'Maximum Weapons Energy use per second' to the energy needed for the speed setting 'Sprint'. For example I have a weapons output of 131 and a Sprint energy usage of 70, added together makes 201, so I need to add reactors to equal 201 or more. When adding the reactors it is the second value in that column you need to notice, 'Reactor Power Output' that is the total power output with nothing taken off, in my example I could use two base level Quantum Reactors giving an output of 240, that will ensure that there is enough energy to fire the weapons when chasing a target at full speed. The Top of that column has Energy Collection, that is very important, it is amassed from the energy collectors, get those on ships as soon as you can as they will not use so much fuel when sitting there waiting for missions or just in defense of a colony, its used for things like Life Support, Scanners etc, if you add those keep an eye on the usage total. Energy Collectors are also very useful on bases for the same reason and even more so on mines as they need fuel to work. Always make sure that you add enough collectors to cover for the third item, 'Static Energy Usage', as you progress on the energy tech levels the power output can be increased for the collectors so that you will not need more than one, most ships can get away with one, only constructors and colony ships may need two. If your worried about the ships running out of fuel, don't. There have been many discussions on the matter, have a look in the second box below the power columns, 'Movement', Below Acceleration is the fuel range for the ship, as an example 6 standard fuel cells, base level, will be enough for 17.40 sectors, no chance of running out, my fighter classes all have 5 cells, explorer, transports, colony and constructors all have 10. Darkspire
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