Architect Archive

Thread: Solar Gens: How effective are they?

Manipulative
Tue Dec 16, 2003 11:16 am
#1

I can make a personal Wind Gen at a BER of 9. I made my first solar Gen with a BER of 6. I could probably get it up to 8, when I take Construction III, and certainly higher by master, but I can't do that now. I can do a Wind at BER 9 now.


This makes me wonder: A Wind Gen with a BER of 9 is not hard to make, and certainly a BER of 8 is almost easy. A Solar of BER 8+ is more difficult to make, and more expensive to make. Given this, what's the solar benefit?


I haven't scowered the planet, but solar concentrations around my neck of the woods on Tat (on Tat, that makes no "sense", but I digress)weren't very high (35%?) and wind is often around the same (40%). The net result, is I'm getting more energy out of my easy and inexpensive Winds than I do out of my Solar.


Bottom line: Am I doing something wrong? Is there some silver bullet I'm missing? Are Solars really just never worth it? If I surveyed better, would I find Solar concentrations above 70%?




Cher & -Chastity- SuperStar - Shadowfire
Master Sharpshooter, Master Combat Medic
Master TK, BE, Smuggler
Mayor Juliani - Master Architect, Master Artisan, Musician, Politican - City of Angyls, Tatooine
RazorBluewing
Tue Dec 16, 2003 12:45 pm
#2

No not missing anything. Wind goes up to BER9 and Solar BER8.

The only real perk is that it is usually easier to find higher solar concentrations than wind.... usually.

Personally I think it is a mistake to allow the wind to go to 9 but who am I to say.
buffbc
Tue Dec 16, 2003 2:58 pm
#3

You are right it seems a bit strange that the two are different like that. What I usually do is keep at least one of each on hand, and look for both wind and solar at the same time...and whichever is higher I use.


I'm sure it is a bug they haven't worked out yet...like so many other things.


Joeble




Joeble
Master Architect/Master Artisan//Merchant/Pistoleer
SgtOfDoom
Wed Dec 17, 2003 1:27 am
#4

I think there is a bug where you can't experiment the pull rate of solar or fusion harvesters. I haven't checked if this bug still exists or not.
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