1 |
Well, the "must touch destination" thing was the original inspiration for the idea, but you could do the "no energy resource" thing without it.
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1 |
Well, the "must touch destination" thing was the original inspiration for the idea, but you could do the "no energy resource" thing without it.
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2 |
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2 |
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3 |
Keep the grid, but 100% of the energy output from the grid goes immediately into overdrive for the mexes on the grid.
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3 |
Keep the grid, but 100% of the energy output from the grid goes immediately into overdrive for the mexes on the grid.
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4 |
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4 |
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5 |
Boom. Energy system is exactly the same as current, except effectively we've reduced storage to zero and removed the E-cost off all units and operations.
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5 |
Boom. Energy system is exactly the same as current, except effectively we've reduced storage to zero and removed the E-cost off all units and operations.
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6 |
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6 |
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7 |
You lose that direct coupling of "[i]This[/i] source is powering [i]that[/i] target to generate X metal" which provides some additional clarity and makes payback-based systems easier... but still, it's worth considering throwing out the energy resource and keeping everything else the same.
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7 |
You lose that direct coupling of "[i]This[/i] source is powering [i]that[/i] target to generate X metal" which provides some additional clarity and makes payback-based systems easier... but still, it's worth considering throwing out the energy resource and keeping everything else the same.
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8 |
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8 |
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9 |
You'd
probably
have
to
reduce
OD
efficiency
across
the
board
a
bit
though,
to
make
up
for
all
that
free
energy
you're
getting.
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9 |
You'd
probably
have
to
reduce
OD
efficiency
across
the
board
a
bit
though,
to
make
up
for
all
that
energy
you're
suddenly
not-spending
on
units/shields/cloaks.
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