Architect Archive

Thread: Fusion Generator

Tenesmus
Thu Oct 09, 2003 4:05 pm
#14

Thanks for the info. So if i'm interpreting you correctly. Radioactive material, solar, or wind energy can be used to run a fusion generator. And both pe and resource concentration matter. Appreciate the help.





Tenagra
Shakiel
Thu Oct 09, 2003 5:24 pm
#15

I may have this misunderstood but here goea anyways.


If you are mining radioactive with the intention of using it as power -The statsmean nothing, 100 units of junk will power a harvester just as long as a high quality will.


If you are mining radioactive for stims, or other purposes -the stats will mean a lot, and it depends on what you will use it for. Medics will only care about OQ and PE, while a weaponsmith might be looking at conductivity for example.


Knowing what each class will be watchin in your resources is the key to making yourself very popular in the very near future if you plan to sell resources in bulk. If you sell me good resources that you know I want, I would be calling again soon, if you sold me junk, you wouldnt ever hear from me again.




Shakiel (XFOR) - Master Shipwright/Merchant/Droid Engineer


Retrired Masters- Architect, Artisan, Merchant, Entertainer, Dancer, Medic, Brawler, Scout, Marksman, Rifleman, SquadLeader, Bio Engineer, Creature Handler, Ranger, Doctor, Chef, Weaponsmith
toolman70
Thu Oct 09, 2003 5:36 pm
#16

Potential Energy also matters for your harvestors ... Anything over 500 PE increases the amount of power each piece is worth ... So if you somehow foung 1000 PE it would be last twice as long ....So when you emptied your Fusion and got 25k of radioactive , when you go to check your harvs and input power ,50k will be there with a 1000 Pe ..



Hope that helps

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