Discussion:
Weapons Power Drain
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Phaidros
2008-04-24 13:51:09 UTC
Permalink
Under the pre-reform system a single weapon's power bank (whose size
from my point of view was never clearly specified. We only had the
size of the ship power bank) was completedly drained after firing a
shot and you had to wait the number of ticks until it was reloaded.
Thus the three additional 'power boosts' at tick 25 (cloakers only),
310 and 4000 gave only 3 additional shots per weapon.

How does it work now?

Phaidros
Amaranthine
2008-04-24 15:28:45 UTC
Permalink
Previously, a weapon's Power Bank was simply to charge up to fully
charged, and then fire if there is a target within range. The
previous power dump would simply use stored excess energy to insta-
fill the weapons for an extra shot. This was really only useful for
Large weapons with a long recharge time and for Super Weapons.

At least the cloaker boost is still in the game, and possibly the
others as well.

In addition, you have a Power Boost mode. If you decide to risk using
it (potentially disabling, or destroying if already damaged), then
when the ships power bank is getting full (I believe it could happen
earlier, but it is much more likely with more energy present) it
switches from normal charging to insta-fill for as long as the power
bank lasts (large power bank and weapons with a low full charge, such
as a Super Star Cruiser with 500 MM Guns, would be optimal).
Post by Phaidros
Under the pre-reform system a single weapon's power bank (whose size
from my point of view was never clearly specified. We only had the
size of the ship power bank) was completedly drained after firing a
shot and you had to wait the number of ticks until it was reloaded.
Thus the three additional 'power boosts' at tick 25 (cloakers only),
310 and 4000 gave only 3 additional shots per weapon.
How does it work now?
Phaidros
GFM GToeroe
2008-04-24 16:08:42 UTC
Permalink
Post by Amaranthine
Previously, a weapon's Power Bank was simply to charge up to fully
charged, and then fire if there is a target within range. The
previous power dump would simply use stored excess energy to insta-
fill the weapons for an extra shot. This was really only useful for
Large weapons with a long recharge time and for Super Weapons.
The previous system worked like Phaidros described. The Powerbank was
full all the time and was allowed to charge the weapons at tick 25
(Cloaker), 310 and 4000 (all).

This is still true for cloakers at tick 25 and for superweapons at
tick 310 and 4000 and it only depends on the tick. If the tick is
reached it happens. No surplus energy is needed. No extra switch has
to be activated.
Post by Amaranthine
At least the cloaker boost is still in the game, and possibly the
others as well.
In addition, you have a Power Boost mode. If you decide to risk using
it (potentially disabling, or destroying if already damaged), then
when the ships power bank is getting full (I believe it could happen
earlier, but it is much more likely with more energy present) it
switches from normal charging to insta-fill for as long as the power
bank lasts (large power bank and weapons with a low full charge, such
as a Super Star Cruiser with 500 MM Guns, would be optimal).
There two extra modes available via the two no weapon switches. both
need surplus energy left after normal charging. So Tyliums and
Tokamaks help a lot. (Of course if the wepaon banks are full then the
energy goes into the powerbank).

The bank can be inceased in the mean by E = 5+PowerBankLimit/100. But
it takes 5 * E surplus from the engines and generators to pump E into
the bank.

One of the two new modes power boosts all weapons but BCs, PBCs. The
other boosts all weapons except BCs and PBCs. Super weapons will be
nver boosted by the new power boost. For them - as mentioned - the old
system remained unchanged.

It is a bit tricky. The details can be found in the WIKI Battle Manual
(just search for "Battle Manual" on WIKI)

Gabor
Phaidros
2008-04-24 20:15:29 UTC
Permalink
Post by GFM GToeroe
Post by Amaranthine
Previously, a weapon's Power Bank was simply to charge up to fully
charged, and then fire if there is a target within range. The
previous power dump would simply use stored excess energy to insta-
fill the weapons for an extra shot. This was really only useful for
Large weapons with a long recharge time and for Super Weapons.
The previous system worked like Phaidros described. The Powerbank was
full all the time and was allowed to charge the weapons at tick 25
(Cloaker), 310 and 4000 (all).
This is still true for cloakers at tick 25 and for superweapons at
tick 310 and 4000 and it only depends on the tick. If the tick is
reached it happens. No surplus energy is needed. No extra switch has
to be activated.
Post by Amaranthine
At least the cloaker boost is still in the game, and possibly the
others as well.
In addition, you have a Power Boost mode. If you decide to risk using
it (potentially disabling, or destroying if already damaged), then
when the ships power bank is getting full (I believe it could happen
earlier, but it is much more likely with more energy present) it
switches from normal charging to insta-fill for as long as the power
bank lasts (large power bank and weapons with a low full charge, such
as a Super Star Cruiser with 500 MM Guns, would be optimal).
There two extra modes available via the two no weapon switches. both
need surplus energy left after normal charging. So Tyliums and
Tokamaks help a lot. (Of course if the wepaon banks are full then the
energy goes into the powerbank).
The bank can be inceased in the mean by E = 5+PowerBankLimit/100. But
it takes 5 * E surplus from the engines and generators to pump E into
the bank.
One of the two new modes power boosts all weapons but BCs, PBCs. The
other boosts all weapons except BCs and PBCs. Super weapons will be
nver boosted by the new power boost. For them - as mentioned - the old
system remained unchanged.
It is a bit tricky. The details can be found in the WIKI Battle Manual
(just search for "Battle Manual" on WIKI)
Gabor
If I understand you right, we currently have the 3 single extra-shots
at the specified time points and the 'machine gun' modi in between.

Do you think transforming the 3 single shots into 'machine gun' power
boosts would be unbalancing?

Phaidros
Gabor Törö
2008-04-24 20:51:52 UTC
Permalink
Post by Phaidros
If I understand you right, we currently have the 3 single extra-shots
at the specified time points and the 'machine gun' modi in between.
Si, Pedro.
Post by Phaidros
Do you think transforming the 3 single shots into 'machine gun' power
boosts would be unbalancing?
Yes. I won't take away it from all cloakers. Machine gun super laser?!? :)

Gabor

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