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 New Energy Module: Injectors 
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Joined: Mon Nov 29, 2010 9:48 am
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I believe that a new energy module, called Injectors should be added to the Energy Research Chain, possible as a second step to the Conduit Reseach. There is already an Omicron Injector in the game, and when you hover over it it says that you can have 10 injectors installed on your ship.

From what ive seen injectors allow an energy charge boost without subtracting from the total amount of energy. I propose that the limit be changed to 5 injectors able to be installed on the ship (because one is already taken up by the omicron injector) and they add an energy recharge boost equivalent to 75% of what the conduits do, with no subtraction to max energy.

If conduits were installed into the game as was mentioned above than it could be like your ship scientists have perfected the conduit technology so that it dosnt put a strain on the reactors. The result of putting this into the game is a faster recharge rate, allowing people to play more, and making the recharge boost available to much lower levels. It is unplausable to install conduits when all you have is a Graviton Capacitator, this would make it available to all players in the game, not just those who have reached the antimatter reactor technology.

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Wed Dec 01, 2010 8:23 pm
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Joined: Tue Nov 30, 2010 1:49 am
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I think that seems to be a very good idea. If people are aloud to play longer and for more often they can gain more resources and level up faster to. :)

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Wed Dec 01, 2010 9:41 pm
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Joined: Fri May 14, 2010 7:20 pm
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People are already down to 36 or 38 second recharge times or something. Any more relay type items that are any good for low levels will give high levels nearly infinite energy.

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Wed Dec 01, 2010 10:09 pm
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Joined: Mon Jun 21, 2010 4:17 am
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This is actually a problem that needs to be addressed, the energy regen is scaling exponentially instead of linearly. Unless this is to be the cap for energy regen, it might be a good idea to think of a solution for the future. Missions will most likely also need to scale accordingly, although I almost want to smack myself for posting this. I hate the thought of anything that would make me level slower lol.

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Thu Dec 02, 2010 12:13 am
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well a percentage off of your timer might be a solution. Anything logarithmic would be a bit complex and impossible to logically explain or quantify for a layman gamer. There just has to be some end of the road with energy recharge.

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Thu Dec 02, 2010 12:28 am
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Joined: Tue May 04, 2010 5:10 am
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I think the better way to go would be to have the charge time stagnate but have the relays take less and less energy off. Essentially do a stair step back down with, the time the same but less energy drain.

Example:
Hyper Channel relay: charge rate +27 energy -120
"Qasi dimensional Relay": charge rate +27 energy -110
"Chaotic dampner relay": charge rate +27 energy -90

As was pointed out recharge rates can't be dropped too low or soon we are recharging in ten seconds and what's the point.
The other option is to increase the amount recharged ie 1.5 energy then 2 energy. Maybe drop the recharge rate back down a step but bump up the amount.


Sat Dec 04, 2010 1:59 am
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Joined: Mon Jul 19, 2010 12:42 am
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Or, perhaps I have an idea. Why not have a module that does the opposite of a relay? Like, an energy coil, that decreases the total amount of energy necessary to run missions by 2%, but increases recharge time by 12 seconds. That would increase recharge time, and would have to be offset by relays. Is that a good idea?

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Sat Dec 04, 2010 3:24 pm
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And another idea, how about rare reactors that increase charge time with giving higher max energy?

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Sat Dec 04, 2010 5:35 pm
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Joined: Mon Jun 14, 2010 6:38 pm
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how would that help? people just wouldn't use them.


Sun Dec 05, 2010 5:43 am
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Joined: Tue Nov 02, 2010 12:32 am
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Well, they would, but only when leveling up.


Sun Dec 05, 2010 5:50 am
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