energy

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Energy Systems and Loadouts

Energy systems provide power when they are switched on, while usually consuming something.
If two values are given, the second one is an alternative "overdrive" mode. For simplicities' sake,
energy systems are either off and consume nothing, in base mode or in overdrive.

How Power Works

Energy is supply vs demand. Active reactors produce a budget. Each system that is turned on deducts its energy cost from that budget. A system cannot be turned on if it would bring the available budget below 0. If a system is turned off, its cost is freed.

The budget is recalculated whenever a system changes state (turned on or off, damaged, runs out of fuel, or is affected by a quirk). There is no per-turn tracking -- the system either has enough power or it does not.

Fuel

Fuel is consumed in bulk when a system is activated, based on its runtime. For example, "1 ton of coal/hour" means 1 ton is consumed at startup and the system runs for an hour. If the system is turned off before the time is up, the remaining fuel is lost.

Some systems consume fuel at a rate that makes them relevant in combat (e.g., overdrive modes burning through reserves in a few turns). Track fuel consumption per turn in those cases.

Loadouts

Every unique combination of active reactors creates a budget bracket -- the available E from those reactors. For example, with reactors producing 30, 60, and 90 E, the brackets are all unique sums:

[0] [30] [60] [90] [120] [150] [180]

(30+60=90 is already in the list, so no duplicate.)

A loadout is the order in which systems are turned on, written out with the budget brackets as breakpoints:

[0], WeaponPod, ShieldGrid, [30], Sensors, [60], ActiveVents, [90]

At budget 30: WeaponPod + ShieldGrid are active. At budget 60: Sensors also come online. Systems past the current budget stay off. The last bracket marks the highest budget tier where all listed systems are active.

Players are encouraged to create several loadouts covering different situations. Switching between them is done by turning systems on or off to match the target configuration, which may involve boot times for some systems.

Values

Values are given per ton and can be scaled up and down.

Terminology:

Energy Units:
Energy units are abstract, but originally:
* 1 Energy (E) = 5 kW over 1 round (5 seconds)
* 1 MJ = 200 E

Type E Heat Shutoff Input Efficiency
Basetech
Steam Power 2/4 3/8 10 Coal 10%
Flywheel 20 0 0 Stored spins down even if unused
Crew 0.3 0 0 10 Crew Labor Crew tire after 30min*Fitness
Lowtech
Combustion Motor 50/150 1/2 3 Combustible Liquid 40%
Midtech
Fission Core 150 15 5 Rods 8%
PEM 50/100 0.1/0.3 1 Hydrogen 90%
Solar Panel 10 2 0 Sunlight Contamination Dependent
Batteries 10 2 0 Stored Loses 10% per month
Hightech
Reactor 300 5 3 Fuel Rods 8%
CF Reactor 40 0.1 1 Deuterium 80%
Micro-Fusion 600 30 1 Pellets 80%
Capacitor 1000 8 0 Stored Loses 10% per hour

Notes:

Fuel Storage:


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