Powered Armor, Additional Power Generation Ideas
Posted: Fri Jan 23, 2015 10:44 pm
-Steam Generator. 2x2, Uses steam engine, boilers. Ignoring water consumption due to lack of any method of getting it into the armor.
Using new slot, consume coal, fuel cubes, or other burnables to produce power. ~100 power output. This is a moderately powerful generation method, good for earlier game powered armor.
-Fusion Generator - Produces same amount as current, 750. Uses Alien artifacts as fuel. Each artifact lasts ~4 minutes, and produces ~200k energy. This will be the densest power generation method.
-Solar Generator- Scale up to 3x3, and produce ~100 - 200 Power.
-Power Link, 1x1, cheap, gives 10-25 power when player is in a power field from network. Possilby up to 40 power transfer if you open a roboport, simulating a direct link. Would be useful all game. This is the second densest power generation method when directly linked, but comparable to old solar panels otherwise.
~Steam generators only run if your battery capacity is below 50%.
~Fusion generators only run if your battery capacity is below 25%. These are to avoid wasting burnable fuel when you have a power link or solar power.
The intent here is to add more options for powered armor. As is, Solar panels suck, and once you get a fusion reactor, you have no power problems. Or, if you do, you have to wait till you can get a second fusion reactor. No alternatives exist. This is to give more options, as well as make sure that fusion reactors are optimized for combat. Power links would let you get power in base from the base, but not outside. Also, Steam power would be available far earlier, and could support active shields. Also solar power is large but way more efficient.
---
Unessesary details.
~replace Fusion reactor artifact cost with 10 basic shield generators, as a containment field.
~Lower tier powered armor stuff, modular armor, and the lesser generators, should only use red circuits.
~No cost increase for solar generator, might suggest altering it to use red circuits instead.
Using new slot, consume coal, fuel cubes, or other burnables to produce power. ~100 power output. This is a moderately powerful generation method, good for earlier game powered armor.
-Fusion Generator - Produces same amount as current, 750. Uses Alien artifacts as fuel. Each artifact lasts ~4 minutes, and produces ~200k energy. This will be the densest power generation method.
-Solar Generator- Scale up to 3x3, and produce ~100 - 200 Power.
-Power Link, 1x1, cheap, gives 10-25 power when player is in a power field from network. Possilby up to 40 power transfer if you open a roboport, simulating a direct link. Would be useful all game. This is the second densest power generation method when directly linked, but comparable to old solar panels otherwise.
~Steam generators only run if your battery capacity is below 50%.
~Fusion generators only run if your battery capacity is below 25%. These are to avoid wasting burnable fuel when you have a power link or solar power.
The intent here is to add more options for powered armor. As is, Solar panels suck, and once you get a fusion reactor, you have no power problems. Or, if you do, you have to wait till you can get a second fusion reactor. No alternatives exist. This is to give more options, as well as make sure that fusion reactors are optimized for combat. Power links would let you get power in base from the base, but not outside. Also, Steam power would be available far earlier, and could support active shields. Also solar power is large but way more efficient.
---
Unessesary details.
~replace Fusion reactor artifact cost with 10 basic shield generators, as a containment field.
~Lower tier powered armor stuff, modular armor, and the lesser generators, should only use red circuits.
~No cost increase for solar generator, might suggest altering it to use red circuits instead.