Topic: SFC 3, power managment  (Read 2777 times)

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Cruis.In

  • Guest
SFC 3, power managment
« on: January 25, 2003, 07:10:55 pm »
Hi, recently purchased sfc 3. like it.

one thing, i read in the manual that in the power allocation, if the power goes below green bar the system functions at a basic level. what does this mean? also if you put more power in it it functions more efficient. efficient how, our definitions of efficient must be different.

the ship configuration stuff is fun, and i have been playing around.

using the defiant i put on good enough warp core to have alot of power. and i have pulse phasers.

i put all the extra power into the primary weapons (all the way to the red bar), and the phasers do not charge any faster than when the power is only at the so called required green bar,

also taking energy from it and making it go below the green bar doesnt make it recharge more slowly either.
whats up with that? only when you take out all the energy do things charge slow.

also on a kvort i am playing with...same thing, put some extra power to primary disruptors dont charge any faster.

so is there any point to configuring a ship to have a good warp core(sacraficing other parts) so you can have extra power, when putting that extra power into something doesnt do anything apparant?

even  a ship with almost all hull integrity gone is still fight capable once the core is intact, even if you just have enough energy to power all three at standard. only if the core is damaged does power available fall off. and the core if damaged is easily repaired...

any help?

thanks

 

EE

  • Guest
Re: SFC 3, power managment
« Reply #1 on: January 25, 2003, 07:20:11 pm »
The green level is nominal power, you will do 100% damage. For every 1% below the green, you will lose 1% damage. For every 1% over the green, you gain .5% damage.

Adding power to weapons does not cause them to charge slower or faster, only increases damage
 

Cleaven

  • Guest
Re: SFC 3, power managment
« Reply #2 on: January 25, 2003, 09:52:23 pm »
Of course one could expect that a more efficent result would be for more damage to be done with relatively less power.

Must be an error in the manual.    

Cruis.In

  • Guest
Re: SFC 3, power managment
« Reply #3 on: January 26, 2003, 04:47:30 pm »
so does it make sense to sacrafice a little maneuverability for extra power? you know cause u gotta downgrade thrusters to upgrade t he warp core when dealing with these little ship masses.

Vertigo

  • Guest
Re: SFC 3, power managment
« Reply #4 on: January 26, 2003, 10:16:39 pm »
Quote:

so does it make sense to sacrafice a little maneuverability for extra power? you know cause u gotta downgrade thrusters to upgrade t he warp core when dealing with these little ship masses.  




It depends.  There is no "right" answer.  It depends on how much you value firepower vs. agility vs. shields... etc.

As far as I can tell, no "best possible" builds have emerged for any hulls yet.  

kevlar

  • Guest
Re: SFC 3, power managment
« Reply #5 on: January 26, 2003, 10:21:16 pm »
On very small ships , most of the times it doesn't ( unless you are a borg). It pays more on the long run to choose well the weapons you put of FF's and DD's, simply becasue their advantage resides exactly on agility,  speed and keeping of a high angular velocity. A BOP with a class 2 warp core is not really a greater improvement over a BOP with a class 1 warp core and a class 2 impulse.

On bigger ships, used to face multiple foes at the same time, it does make sense to have enough power to almost fully overcharge at least your primary weapons.

Cruis.In

  • Guest
SFC 3, power managment
« Reply #6 on: January 25, 2003, 07:10:55 pm »
Hi, recently purchased sfc 3. like it.

one thing, i read in the manual that in the power allocation, if the power goes below green bar the system functions at a basic level. what does this mean? also if you put more power in it it functions more efficient. efficient how, our definitions of efficient must be different.

the ship configuration stuff is fun, and i have been playing around.

using the defiant i put on good enough warp core to have alot of power. and i have pulse phasers.

i put all the extra power into the primary weapons (all the way to the red bar), and the phasers do not charge any faster than when the power is only at the so called required green bar,

also taking energy from it and making it go below the green bar doesnt make it recharge more slowly either.
whats up with that? only when you take out all the energy do things charge slow.

also on a kvort i am playing with...same thing, put some extra power to primary disruptors dont charge any faster.

so is there any point to configuring a ship to have a good warp core(sacraficing other parts) so you can have extra power, when putting that extra power into something doesnt do anything apparant?

even  a ship with almost all hull integrity gone is still fight capable once the core is intact, even if you just have enough energy to power all three at standard. only if the core is damaged does power available fall off. and the core if damaged is easily repaired...

any help?

thanks

 

EE

  • Guest
Re: SFC 3, power managment
« Reply #7 on: January 25, 2003, 07:20:11 pm »
The green level is nominal power, you will do 100% damage. For every 1% below the green, you will lose 1% damage. For every 1% over the green, you gain .5% damage.

Adding power to weapons does not cause them to charge slower or faster, only increases damage
 

Cleaven

  • Guest
Re: SFC 3, power managment
« Reply #8 on: January 25, 2003, 09:52:23 pm »
Of course one could expect that a more efficent result would be for more damage to be done with relatively less power.

Must be an error in the manual.    

Cruis.In

  • Guest
Re: SFC 3, power managment
« Reply #9 on: January 26, 2003, 04:47:30 pm »
so does it make sense to sacrafice a little maneuverability for extra power? you know cause u gotta downgrade thrusters to upgrade t he warp core when dealing with these little ship masses.

Vertigo

  • Guest
Re: SFC 3, power managment
« Reply #10 on: January 26, 2003, 10:16:39 pm »
Quote:

so does it make sense to sacrafice a little maneuverability for extra power? you know cause u gotta downgrade thrusters to upgrade t he warp core when dealing with these little ship masses.  




It depends.  There is no "right" answer.  It depends on how much you value firepower vs. agility vs. shields... etc.

As far as I can tell, no "best possible" builds have emerged for any hulls yet.  

kevlar

  • Guest
Re: SFC 3, power managment
« Reply #11 on: January 26, 2003, 10:21:16 pm »
On very small ships , most of the times it doesn't ( unless you are a borg). It pays more on the long run to choose well the weapons you put of FF's and DD's, simply becasue their advantage resides exactly on agility,  speed and keeping of a high angular velocity. A BOP with a class 2 warp core is not really a greater improvement over a BOP with a class 1 warp core and a class 2 impulse.

On bigger ships, used to face multiple foes at the same time, it does make sense to have enough power to almost fully overcharge at least your primary weapons.