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New Energy Module
http://galaxylegion.com/forum/viewtopic.php?f=6&t=13627
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Author:  William Murphy [ Thu Sep 22, 2011 2:15 pm ]
Post subject:  New Energy Module

Unique (you only get 1)

Void Capacitor
Deck: 55 (once installed this becomes permanent and cannot be uninstalled and 55 deck is subtracted from your ship Permanently)
Attuned to your Ships Energy Pulses, Installing this capacitor will channel an equal amount of Dark Energy from the Void effectivly doubling your ships charging capacity.

Effect
Increases energy recovery rate from 1 every countdown to 2

Author:  Alz [ Thu Sep 22, 2011 3:40 pm ]
Post subject:  Re: New Energy Module

You realise this would allow someone too gain 240 energy an hour right?

Author:  Captain Crunch [ Thu Sep 22, 2011 7:32 pm ]
Post subject:  Re: New Energy Module

Alz wrote:
You realise this would allow someone too gain 240 energy an hour right?


+240 then!!!

Author:  itsSoulPLayAgain [ Fri Sep 23, 2011 1:22 am ]
Post subject:  Re: New Energy Module

i dont think thats a good idea.. a new mod for more nrg is ok but nrg rate would be insane

Author:  Oakland Blocks [ Fri Sep 23, 2011 3:06 am ]
Post subject:  Re: New Energy Module

1nrg per 15 seconds? I'm in!

Author:  Valocis [ Fri Sep 23, 2011 3:26 am ]
Post subject:  Re: New Energy Module

I THINK this is one of the GREATEST ideas ever! VIVA LA IDEA........I really want 240.......but first ONE more T-Plasma Hub!

Author:  Moonblade [ Fri Sep 23, 2011 1:25 pm ]
Post subject:  Re: New Energy Module

no

Author:  howesy [ Fri Sep 23, 2011 4:45 pm ]
Post subject:  Re: New Energy Module

Moonblade wrote:
no


yes

Author:  William Murphy [ Fri Sep 23, 2011 8:27 pm ]
Post subject:  Re: New Energy Module

Oakland Blocks wrote:
1nrg per 15 seconds? I'm in!

Actually it's 2 every 30 seconds but only if you have everything that gives energy recovery installed. as this is probably a rank 300 Plus Mission NPC drop, as you can only have one, i think is a good idea and gives another piece of equipment that is not cheep on the decks and serves a purpose worthy of the decks used.

Besides, by the time you have enough engineers to auto level per bar, relays become useless anyway.

Author:  neogoterra [ Sat Sep 24, 2011 4:28 am ]
Post subject:  Re: New Energy Module

you do know this is pointless if all the math ive done is right if you was to get all the relays all the npc drops and mission rewards for recharge time you would be getting 1 Energy every 10-15 seconds granted you will be useing up alot of ship space but your recharge speed would still be very high you just have to work yourself to the bone to get all of it

Author:  Revis [ Sat Sep 24, 2011 8:15 pm ]
Post subject:  Re: New Energy Module

dan has specifically stated the energy recharge rate is staying where it is

Author:  Oakland Blocks [ Mon Sep 26, 2011 5:21 pm ]
Post subject:  Re: New Energy Module

William Murphy wrote:
Oakland Blocks wrote:
1nrg per 15 seconds? I'm in!

Actually it's 2 every 30 seconds but only if you have everything that gives energy recovery installed. as this is probably a rank 300 Plus Mission NPC drop, as you can only have one, i think is a good idea and gives another piece of equipment that is not cheep on the decks and serves a purpose worthy of the decks used.

Besides, by the time you have enough engineers to auto level per bar, relays become useless anyway.


That means its 1 every 15 seconds. How is that different from 2 every 30 seconds? ROFL

Author:  William Murphy [ Tue Sep 27, 2011 4:27 pm ]
Post subject:  Re: New Energy Module

Oakland Blocks wrote:
William Murphy wrote:
Oakland Blocks wrote:
1nrg per 15 seconds? I'm in!

Actually it's 2 every 30 seconds but only if you have everything that gives energy recovery installed. as this is probably a rank 300 Plus Mission NPC drop, as you can only have one, i think is a good idea and gives another piece of equipment that is not cheep on the decks and serves a purpose worthy of the decks used.

Besides, by the time you have enough engineers to auto level per bar, relays become useless anyway.


That means its 1 every 15 seconds. How is that different from 2 every 30 seconds? ROFL


because 2 every 30 is NOT 1 every 15. you still have to wait 30 to get two! that makes a difference when your shooting at something. or wanting to use an artifact that costs you 5. the difference is you still have to wait 30 seconds when your OOE, and a minute and a half to have 6 to shoot!

It's Called Adding. Maybe you should learn how.

Author:  Uy23e [ Tue Sep 27, 2011 6:54 pm ]
Post subject:  Re: New Energy Module

there is a small difference, during each period of 30 seconds, a 15 second sub-period would have exactly 1 less energy from one method than the other...

but seriously, no one is gonna stare at the game that much for it to really matter as the difference in time waited is at MOST 15 seconds. this isn't really a RTS of fast pace~
now, if it was something like 40 energy every 10 min, now that would be a visible difference

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