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Energy Tiers http://galaxylegion.com/forum/viewtopic.php?f=6&t=1244 |
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Author: | Redlaw [ Wed Jul 28, 2010 6:22 pm ] |
Post subject: | Energy Tiers |
Yes I have been thinking of this idea for a little bit. This would mean an increase in energy per tick when a new tier is reached. (This adds a Tier x next to the the amount per hour.) But how the timer works I am thinking as if it resets as it stands this is the pattern when ever the timer is flat at 3 minutes (for each tier). Tier 1 (base) 20 Energy per hour Tier 2 40 Energy per hour Tier 3 60 Energy per hour ect... Then there is a peak for each tier as it reches the next one (though if conduits keep growing each one might be worth a tier each). So where is the balance in this? Some middle ground needs to be found. This is where the 2nd part of this idea comes in. The addition of Power Amplifiers which reduce recharger time but increase the Tier of Recharge by 1. The first one eating off a minute from recharge time in order to push your rate into the next tier. Though the Tier part might not be needed to be seen the pain point is this: Power Amplifiers Amount of Space: X (they will need to get bigger) Timer reduction: -60 Seconds (base) Energy per tick: +1 (base) This means bits of the power flow are being channeled to increase the base energy output. By some sort of amplification posses/system. Allowing everything to scale for ever if planned out right. |
Author: | Veristek [ Wed Jul 28, 2010 8:45 pm ] |
Post subject: | Re: Energy Tiers |
A few questions. 1. How does this integrate into the current energy system with relays and energy cores? 2. As you mentiond, tier 3 = 60 energy per hour? That's roughly equalivent to +30 relays (1 energy every 1 minute). How does this integrate into the current system? 3. How does the Power Amplifiers thing work? -60 seconds and +1 energy per tick? That mens just 3 power Amplifiers would reduce the timer from 3 minutes to instant (or 1 second per energy), and then +4 energy each tick. Practically infinite energy. |
Author: | zophah [ Wed Jul 28, 2010 9:12 pm ] |
Post subject: | Re: Energy Tiers |
Veristek wrote: A few questions. 1. How does this integrate into the current energy system with relays and energy cores? 2. As you mentiond, tier 3 = 60 energy per hour? That's roughly equalivent to +30 relays (1 energy every 1 minute). How does this integrate into the current system? 3. How does the Power Amplifiers thing work? -60 seconds and +1 energy per tick? That mens just 3 power Amplifiers would reduce the timer from 3 minutes to instant (or 1 second per energy), and then +4 energy each tick. Practically infinite energy. I think he means Power Amplifiers are the opposite effect of relays. Don't know about the rest though. |
Author: | Redlaw [ Wed Jul 28, 2010 9:24 pm ] |
Post subject: | Re: Energy Tiers |
-60 its a negetive of the relays (so its +60 secounds, taking the timer reduction away) to add the extra energy. It is not a super time charger. Its negative is from the extra time it adds back to your timer. If my rules are correct they can just be added and the chain can be expanded with them in mind. The first one would be the start of the new set from that point on. The samples I was giving are 3 minutes 1 energy, 3 minutes 2 energy, ect... given that is 20 ticks (3 minutes each tick). That was what I was explaining. |
Author: | CaptainQuirk [ Sat Jul 31, 2010 7:21 am ] |
Post subject: | Re: Energy Tiers |
I am being a bit facitous but except for the Relays which channel energy not produce it there is no research for power production. Virtually everything but the relays are big capacitors or batteries not generators. If you build a bigger engine you get more power for a specific slice of time as output. A 900 watt gas generator does not produce as much energy in one second or minute or hour... as a nuclear power plant does. So to go from a Fusion Reactor to a Quantum whatever Mark XXIV should speed up power produced not storage. There should have been power generation and power storage trees from the beginning. My son and I were talking about this tonite and we agree that there is no good way to redo the trees in energy research. As mentioned in a previous post on this thread you could have a tier for power output as you reach each new research tier. I think it should be a slower progression or folks will have almost unlimited power at the upper tiers. Tier 1 Fusion Reactors no speed increase Tier 2 Quantum Capacitors 2 seconds off recharge time Tier 3 = 3 seconds per module Tier 4 = 4 seconds and so on. Along with this or instead of, you could have robotic engineers that are power specialists with each one found when recieving artifacts giving 3 seconds off and no deck impact. Also you could have artifacts that have different qualities like one that cuts recharge rate by 25% for one hour or another that cuts it by XX% for one day. The best artifact out of those options would be an artifact that acts like a permanent super charger providing a 10 second reducion in recharge time forever. It should be fairly rare and can be destroyed. If you are disabled 5 times you lose the artifact. It just disappears. Incentive for ensuring your ship is well protected. Also you should consider that if you invest in engineering resources power output should increase. For every deck you add in engineering you should see a 1 second reduction in recharge rate. If you apply all of these suggestions you would only see a reduction in rate given 6th tier energy research with three energy modules = 18 seconds + 15 decks in engineering = 15 seconds + the permanent artifact of 10 seconds + four power relays = 24 seconds totalling 67 seconds. This would be a nice feature but would not allow folks to have seemingly unlimited power. I appreciate the efforts being put into this game and am certainly not complaining. Keep up the good work. |
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