Architect Archive

Thread: Power

aristocratmother
Tue Jul 08, 2003 9:47 pm
#1

Have some wind generators running atm, anyone know if solar is worth getting? Fusion? Some stats on the different power deeds would be appreciated thanks!
xaldin
Tue Jul 08, 2003 10:33 pm
#2

Solor is 2x the maximum rate that wind is. Its twice as expensive to maintain however so its a perfectly even tradeoff. What it is good for is maximizing the lot output much in same way heavy harvesters do.



X.
aristocratmother
Wed Jul 09, 2003 6:06 am
#3

Im been recently getting power from the wind generators, anyone know the stats on the other sources of power? say solar or fusion? are they worth getting? Would appreciate any information.. thanks!
Markarian
Wed Jul 09, 2003 6:12 am
#4

You CAN use radioactive ore. If they're close, I recommend them.





~~~
Markarian Clawlighter @ Eclipse
Creature Handler July '03 - November 15th '05 / Teras Kasi Master

Mastered CH, Pistoleer, Rifleman, Swordsman, Marksman, Entertainer,
Scout, Artisan, Medic, Doctor, Image Designer, Architect, Tailor, Chef, DE & TKA.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
aristocratmother
Wed Jul 09, 2003 6:32 am
#5

why would you reccomend it? Easier to harvest? lots of quantity? thanks
Sinjin_Hawke
Tue Aug 05, 2003 7:49 pm
#6

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.

Synter
Tue Aug 05, 2003 8:57 pm
#7

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

StarScrap
Tue Aug 05, 2003 9:54 pm
#8

Oh good, they tried to expand the base 60 time keeping we have one step further when it doesn't GO one step further. Get it straight guys! 365:24:60:60:10:10:10.....ad infinitum. Now that's intuitive, isn't it?
StabbaJabba
Tue Aug 05, 2003 11:40 pm
#9

Well, if you're talking about harvesters, they will run 24 hours on 600 units of fuel.



Masamune Reero, Armsmaster
Coronet, Corellia, Tempest
SageX15
Mon Oct 13, 2003 1:22 pm
#10

I realy want there to be a pistol focused prof. which is worthwhile. I understand that BH spend more time and points to get their ubderness and thats ok, but what that translates into is that if I want power i need to be a BH, the playstyle and rp implications of which do not agree wtih me.

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.



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So says Kenther Dedrick, of the line of Eld.
SageX15
Mon Oct 13, 2003 1:28 pm
#11

Perhaps master marksman wouldnt be required for pist. ( or carb or rifle), but instead only required for that more advanced prof. (again this may not make perfect lofical sense, but its not totaly out there, and it would solve teh skill point issue).



------------------------------------------------------------------------------------------


So says Kenther Dedrick, of the line of Eld.
Espo99
Mon Oct 13, 2003 1:35 pm
#12

Sage, not a bad idea, but let's focus on getting our current specials and guns working properly before we decide if we need a new profession created to become more powerful. I truly feel that when everything is working (defense mods/specials/DX2) as designed we'll be very effective in PvP.




DAVCRE

MOON BOOTS FTW


SageX15
Mon Oct 13, 2003 1:47 pm
#13

Perhaps, It was just an idea anyway. I for one think that even after all the specials are fixed we will still be lacking.



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So says Kenther Dedrick, of the line of Eld.
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