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Let me explain it like this; we have 2 ship with exactly the same layout and crew, the only difference is their power generator source. They also have the same tasks that consume energy; ore processing, hyper fuel refinement, and recycling.
Both ships have the equivalent of 5 energium ore. (Ship A has 5 energium and Ship B has 10 Energy Rods)
Over the course of time the recycling, ore processing, and 5 hyper fuel has been refined. Ship A end up spending 3 of its energium, while Ship B uses up 9 Rods.
This is the problem I am having that makes no sense. Energy Rod Generators do consume a tiny bit more resource to create energy but also give more energy that it should be better then the Energium. Yet here the mechanics are showing me the complete opposite.
E-G needs 0.002 Energium to create 100 Energy
X-1 needs 0.0029 Energy Rod to create 150 Energy
Looking at this one could say 0.001 resource is needed to create 50 energy so the E-G and X-1 are equal in energy production. But it is also noted that 1 Energium is used to create 2 Energy Rods. I'm not saying the consumption rate is changing but the amount of resources needed should out last the old Generation. But it is not.
If their is something I'm missing or not understand please point it out. Last thing I want is a snake bite of an answer for a problem that doesn't exist.
I'll admit that I haven't had a lot of time to play with the new(est) power system yet (mostly in case it gets changed again), but once a player has a "decent" amount of solar energy production, they have the option to just turn off their generator! I put "decent" in quotes since this is a variable amount (both literally and due to player preference).
The math is in order and says X1 is better. Now since it's the first iteration of the new power system, it's in theory possible that in some cases it doesn't actually work the way it's supposed to. So if someone has a lot of time on their hands they can test the actual performance of Energium vs X1 in various ship setups. I won't hold my breath that someone will actively test it, but might make sense to keep an eye for this when you upgrade in regular play. Personally I didn't see any, but I wasn't paying attention to this.
X3s turn 0.0029 rod > 300 though and are always the best choice when you have the space.
The X1 generator is basically doubling efficiency, because...
1 Energium -> Transformation in Energy refinery -> 2 Energy rods
This process becomes even more efficient the more solar panels you add.
The X1, X2 and X3 generators become more efficient over time.
The X1 generates 100 power from 0,0029 rods
The X2 generates 150 power from 0,0029 rods
The X4 generates 300 power from 0,0029 rods
Each generation needs a little bit more hull space though. That is not a problem once you switch to the X1 Hyperdrives though.
Haven't forgot.
It's still cheaper and I mentioned that "the process becomes even more efficient the more solar panels you add".
...meaning that the energy cost for producing the energy rods can basically be free with solar panels.
So I mentioned it indirectly.
That's bs.
Don't think so. The 1st iteration apparently was too hard for some people.
This one works, although some optimizations may need to be done.
I feel like the game can gain a lot more quality through more storytelling, quests, combat improvements etc.
Now that the electrical system doesn't seem to be such a big headache anymore, it may give the devs more time to finally focus on those parts. I've already discovered several improvements story- and questwise.