Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Energy: Difference between revisions

Content deleted Content added
No edit summary
No edit summary
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
[[File:Reactor.energy.png|900px|thumb|right|Reactor Output and Bonus]]
[[File:Reactor.energy.png|900px|thumb|right|Reactor Output and Bonus]]


Energy output of the ship's reactor is a measured against the energy drain from all the equipped modules. Staying within nominal limits causes no effects, while producing too little or too much energy causes significant penalties and bonuses. Penalties should be avoided, while bonuses can be harnessed.
Energy output of the ship's reactor is measured against the energy consumption from all the equipped modules. Staying within nominal limits causes no effects, while producing too little or too much energy causes significant penalties and bonuses. Penalties should be avoided, while bonuses can be harnessed. Energy is a constant value that doesn't change (fluctuate) while flying or doing tasks. This means keeping the produced energy high gives you positive effects.


== '''Reactor Output''' ==
== '''Reactor Output''' ==
Line 32: Line 32:
|}
|}


Although it may seem the Power statistic listed above is the same as [[Power]], it is '''not''' - the bonuses and penalties apply to all power types generated in the form of a modifier.
Although it may seem the Power statistic listed above is the same as [[Power]], it is '''not''' - the bonuses and penalties apply to all main power types (combat, mining, salvage) generated in the form of a modifier.


=== '''Reactor Bonus Example''' ===
=== '''Reactor Bonus Example''' ===


In the following example the reactor bonus is an additional +0.2 modifier factor added to all the modifiers gained elsewhere, and applies to total Mining Power output. In the same vein the modifier is applied to other forms of power - Combat, Salvage, Drone, Torpedo, etc.
In the following example the reactor bonus is an additional +0.2 modifier factor added to all the modifiers gained elsewhere, and applies to total Mining Power output. In the same vein the modifier is applied to other forms of power - Combat and Salvage, but '''not''' Drone, Torpedo, or others.


[[File:Reactor.bonus.png]]
[[File:Reactor.bonus.png]]
Line 42: Line 42:
=== '''Reactor Penalty Example''' ===
=== '''Reactor Penalty Example''' ===


If the same ship is brought down to maximum penalty, the bonus turns into a -0.75 modifier factor which applies to the same calculations as above, cutting the total Mining Power of the example ship down to 1/5th of the original value.
If the same ship is brought down to maximum penalty, the bonus turns into a -0.75 modifier factor which applies to the same calculations as above, cutting the total Mining Power of the example ship down to 1/4th of the original value.


[[File:Reactor.penalty.png]]
[[File:Reactor.penalty.png]]
Line 50: Line 50:
[[File:Divert.power.png|600px|thumb|right|Divert Power]]
[[File:Divert.power.png|600px|thumb|right|Divert Power]]


While everyone should obviously try to keep the reactor energy usage minimized, through the use of Microgenerators and Solar Arrays [[Aspects]], there are skills that rely on this bonus as well:
While everyone should obviously try to keep the reactor energy usage minimized, through the use of Microgenerators and Solar Powered [[Aspects]], there are skills that rely on this bonus as well:


* '''Divert Power''': Combat skill that adds additional Combat Power boost when energy usage is at minimum
* '''Divert Power''': Combat skill that adds additional Combat Power boost when energy usage is at minimum.


'''Note''': Bonus form Divert Power is not listed in the calculations due to a bug, but it is applied regardless.
'''Note''': Bonus form Divert Power is not listed in the calculations due to a bug, but it is applied regardless.

Latest revision as of 19:20, 15 June 2026

Reactor Output and Bonus

Energy output of the ship's reactor is measured against the energy consumption from all the equipped modules. Staying within nominal limits causes no effects, while producing too little or too much energy causes significant penalties and bonuses. Penalties should be avoided, while bonuses can be harnessed. Energy is a constant value that doesn't change (fluctuate) while flying or doing tasks. This means keeping the produced energy high gives you positive effects.

Reactor Output

Having these thresholds met will cause following effects:

Reactor Thresholds and Effects
Current usage Effect
<50% +20% Power
50% - 75% +10% Power
75% - 100% No Effect
100% - 125% -25% Power
125% - 150% -50% Power
>150% -75% Power

Although it may seem the Power statistic listed above is the same as Power, it is not - the bonuses and penalties apply to all main power types (combat, mining, salvage) generated in the form of a modifier.

Reactor Bonus Example

In the following example the reactor bonus is an additional +0.2 modifier factor added to all the modifiers gained elsewhere, and applies to total Mining Power output. In the same vein the modifier is applied to other forms of power - Combat and Salvage, but not Drone, Torpedo, or others.

Reactor Penalty Example

If the same ship is brought down to maximum penalty, the bonus turns into a -0.75 modifier factor which applies to the same calculations as above, cutting the total Mining Power of the example ship down to 1/4th of the original value.

Harnessing the Reactor Bonuses

Divert Power

While everyone should obviously try to keep the reactor energy usage minimized, through the use of Microgenerators and Solar Powered Aspects, there are skills that rely on this bonus as well:

  • Divert Power: Combat skill that adds additional Combat Power boost when energy usage is at minimum.

Note: Bonus form Divert Power is not listed in the calculations due to a bug, but it is applied regardless.