Drexxus3d
10-02-2009, 10:19 PM
Alright so I know you can control what % of your power goes to each system: Navigation, Weapons, Shielding.
So when you fire a phaser, does it draw energy DIRECTLY from that pool of power allocated to weapons, OR does it drain power from it's own little reservoir (for lack of a better term) of power that phaser possesses and that reservoir's recharge speed is based on how much energy is allocated to weapons.
In the first example, lets say i'm generating 100 gigawatts of energy per second (just throwing out random numbers, science nerds don't come bashing my power quantities). Now I allocate 33% of that energy towards weapons so i'm putting about 33 gigawatts per second towards weapons. Now the total power pool has a reservoir of about 10,000 gigawatts so it now has a 3,333 gigawatt power capacity in reserve to use up.
Alright so in the first example, lets say a type X phaser uses 100GW/s of power. It drains from that general resevoir as the phaser is used until the pool has less power remaining than required to sustain the phaser then can't fire again till the general power pool is high enough again.
Or is it the second example, where you have no general power reservoir like a generic mana bar and instead each individual weapon has it's own small power capacitor essentially that contains a charge and firing phasers drain each one's specific capacitor and then these capacitors are recharged at a rate that depends on how much power output is diverted to weapons and divided by the number of weapon systems recharging their capacitors at once.
Shields seem to work kind of like the second example, you have 4 shields each with their own unique shield capacities and the amount of power you have directed to shielding increases the rate they recharge. One would assume if only one shield was damaged, it would recharge twice as fast as it would if you had say two shields damaged and both were splitting that energy. Right?
Depending on which design is used, it makes huge tactical differences.
Also will there be any energy "spillover". For example if all your weapons are fully charged, will that energy diverted to weapons automatically spillover to your other systems like shields to make them recharge faster? Reason being, you couldn't just keep pumping that much power into weapons if they were already charged and not being used, that energy has to go somewhere, so logically wouldn't it spill over into other subsystems and only split it up when multiple systems need it at once and go based on the "priority" that you choose?
Also curious is diverting more power to shields increases their "hitpoints" or just their recharge rate?
Probably not gonna get an answer for these kind of game mechanics questions but it never hurts to ask. :D
So when you fire a phaser, does it draw energy DIRECTLY from that pool of power allocated to weapons, OR does it drain power from it's own little reservoir (for lack of a better term) of power that phaser possesses and that reservoir's recharge speed is based on how much energy is allocated to weapons.
In the first example, lets say i'm generating 100 gigawatts of energy per second (just throwing out random numbers, science nerds don't come bashing my power quantities). Now I allocate 33% of that energy towards weapons so i'm putting about 33 gigawatts per second towards weapons. Now the total power pool has a reservoir of about 10,000 gigawatts so it now has a 3,333 gigawatt power capacity in reserve to use up.
Alright so in the first example, lets say a type X phaser uses 100GW/s of power. It drains from that general resevoir as the phaser is used until the pool has less power remaining than required to sustain the phaser then can't fire again till the general power pool is high enough again.
Or is it the second example, where you have no general power reservoir like a generic mana bar and instead each individual weapon has it's own small power capacitor essentially that contains a charge and firing phasers drain each one's specific capacitor and then these capacitors are recharged at a rate that depends on how much power output is diverted to weapons and divided by the number of weapon systems recharging their capacitors at once.
Shields seem to work kind of like the second example, you have 4 shields each with their own unique shield capacities and the amount of power you have directed to shielding increases the rate they recharge. One would assume if only one shield was damaged, it would recharge twice as fast as it would if you had say two shields damaged and both were splitting that energy. Right?
Depending on which design is used, it makes huge tactical differences.
Also will there be any energy "spillover". For example if all your weapons are fully charged, will that energy diverted to weapons automatically spillover to your other systems like shields to make them recharge faster? Reason being, you couldn't just keep pumping that much power into weapons if they were already charged and not being used, that energy has to go somewhere, so logically wouldn't it spill over into other subsystems and only split it up when multiple systems need it at once and go based on the "priority" that you choose?
Also curious is diverting more power to shields increases their "hitpoints" or just their recharge rate?
Probably not gonna get an answer for these kind of game mechanics questions but it never hurts to ask. :D