Architect Archive
Thread: Power
You CAN use radioactive ore. If they're close, I recommend them. ![]()
Can someone point me, or let me in on, how you can tell how long a structure will run on the power resource it has?
I add power modules, but haven't been able to figure out hte formula to determine how long the darn thing will run per quantity of power.
It's funny but not irrational:
Under the 'Check Status' option on the radial menu you will find two stats related to power:
Rate and Power
Rate will goive an intiger representing the amount of full units of power the installation will consume in each real-time hour.
The Power stat reflects the current amount of power in the capaciter (to 4 decimal places) and will be followed by the time reamining before available power is consumed. This second will appear in the following format: (nn:nn).
The format is not exactly unintuitive to most users. It is (similer to) base 60. That is to say the numbers after the colen are hours and the numbers before it are groups of 60 hours. So (00:15) is 15 hours, (01:12) is 72 hours,and (02:01) is 121 hours.
Don't ask me why this is true, it just is.
Synter
What I suggest is that they make pistoleer require master marksman to get (on the premis that one requires a broad knowledge in the fire arems area in general befoer advancing further) and then make an elite-elite prof going off of pistoleer, and give that prof the same power as a BH. This way people who want worth while skils and who dont want to have to be a BH can use thier weapon of choice and get the reward tehy want. The same thing could be done to carbine and rifle thus giving everyone the power they want but at the same time not being unfair to teh BH's who put in all that time and skill points.
Comense the flaming.