Distant Worlds: Universe

Distant Worlds: Universe

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Pat Splat Jun 14, 2014 @ 3:31pm
Explain energy collectors
Do they only serve as smaller replacements for reactors on stationary bases?
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Showing 1-8 of 8 comments
Xerberus86 Jun 14, 2014 @ 3:44pm 
Originally posted by Goggly Gogol:
Do they only serve as smaller replacements for reactors on stationary bases?

usually you wanna have enough so that the bases can run on their energy output, reactors and fuel cells on bases are normally just there for defensive purposes.
SkoobyDoob Jun 14, 2014 @ 3:46pm 
Energy collectors are a passive energy system kind of like a solar panel. They collect power from space, but only work while stationary. Stations are the obvious choice, but also useful on military ships that might be idle for long periods. In the design screen, on the right hand side you can see energy info about the ship/station. Put enough energy collectors to generate more energy than the Static Energy requirement of the design. Doing this means you won't be wasting fuel running the reactor to power your ship/station when idle and can amount to huge savings in fuel and time.
Pat Splat Jun 14, 2014 @ 3:47pm 
So I can actually remove reactors and fuel cells altogether if I choose to build a base without weapons and/or shields?
Xerberus86 Jun 14, 2014 @ 3:57pm 
Originally posted by Goggly Gogol:
So I can actually remove reactors and fuel cells altogether if I choose to build a base without weapons and/or shields?

like i said they are just there for weapon / defense systems and as a backup energy source. but know that don't build them like 50 energy output from collectors to 50 static energy, they won't do their full energy output every time, it depends on the distance and radiation towards the sun in every system.
Arturus Jun 14, 2014 @ 7:19pm 
This topic was just brought up at matrix forums. Try the old energy guide too, very detailed.
http://www.matrixgames.com/forums/tm.asp?m=3631354
http://www.matrixgames.com/forums/tm.asp?m=2970969
Last edited by Arturus; Jun 14, 2014 @ 7:19pm
icedude94 Jun 14, 2014 @ 11:54pm 
I can't confirm it yet but some people have said that energy collectors can only cover the static energy needs of a design. Anything that relies on excess energy like weapons will ALWAYS use reactor power.

I suppose to test it out, put enough energy collectors on a mining station to cover both static energy and weapon energy needs, then wait for it to come under attack. See if it consumes fuel to fire its weapons.
Xerberus86 Jun 15, 2014 @ 1:49am 
Originally posted by icedude94:
I can't confirm it yet but some people have said that energy collectors can only cover the static energy needs of a design. Anything that relies on excess energy like weapons will ALWAYS use reactor power.

I suppose to test it out, put enough energy collectors on a mining station to cover both static energy and weapon energy needs, then wait for it to come under attack. See if it consumes fuel to fire its weapons.

it's not feasable because energy collectors will rarely work on 100%, the standard base design gives around 4x the amount of energy collectors needed for the static energy usage simple because the energy collected varies.
Arturus Jun 15, 2014 @ 6:54am 
Originally posted by icedude94:
I can't confirm it yet but some people have said that energy collectors can only cover the static energy needs of a design. Anything that relies on excess energy like weapons will ALWAYS use reactor power.

I suppose to test it out, put enough energy collectors on a mining station to cover both static energy and weapon energy needs, then wait for it to come under attack. See if it consumes fuel to fire its weapons.

To the best of testable knowledge the mechanics are explained in the links I posted above
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Date Posted: Jun 14, 2014 @ 3:31pm
Posts: 8