Energy
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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:
| 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 power types 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, Salvage, Drone, Torpedo, etc.
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.
Harnessing the Reactor Bonuses

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:
- 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.

