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 Capping Relays 
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Joined: Mon Nov 29, 2010 9:48 am
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the max energy charge per hour is 120. this means every 30 seconds the player gets more energy. This is great for the player, but it really limits the game because no new relays can be incorporated. I propose that 120 energy/hour be the cap, so that dan can release new relays with less of an energy penalty so that players have the option to switch out researched relays for some new npc/mission relays with less of an energy penalty. Especially if theres any truth to the fact FATHERS are being discontinued.

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Fri Mar 25, 2011 12:04 pm
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Joined: Sat May 22, 2010 6:22 pm
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there of course is the suggestions players have given on restoration modules, where it reduces relay penalties.

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Fri Mar 25, 2011 2:32 pm
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Why does having a charge rate of 120 mean no new relays can be incorporated in the future?

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Fri Mar 25, 2011 8:18 pm
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Im only guessing form what I have read. There is basically a limit of 120 written into the coding, atm with max relays (researched, npc, mission and bought) your are at the limit of 120. So what would be the point in being able to research better relays when they will be of no use.

I hope you can reach that max with just researched modules and not HAVE to spend money on fathers or anything else to max out.

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Fri Mar 25, 2011 8:45 pm
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bobdebouwer wrote:
Im only guessing form what I have read. There is basically a limit of 120 written into the coding, atm with max relays (researched, npc, mission and bought) your are at the limit of 120. So what would be the point in being able to research better relays when they will be of no use.

I hope you can reach that max with just researched modules and not HAVE to spend money on fathers or anything else to max out.


I can confirm that you need to buy FATHERs to be able to get a recharge rate of 120. It seems like the only thing stopping people from having a recharge rate higher than 120 is the fact that nothing else exists to boost it yet.

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Fri Mar 25, 2011 10:41 pm
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If another level of relays were added then it would increase charge rate to 200/h, which does seem a little over the top :o , however i like the idea of new relays with less penalties, because i am losing 280 max energy because of my conduit. If i could reduce this i would.
Good idea


Sat Mar 26, 2011 1:24 am
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Considering it costs 3.2m x 4 to get the proxy universe gens , and whatever for theoretical next relay, I think for what it would cost, it should just not have any energy penalties, so there's no need to take it off when ranking -- at that level it's just a silly mechanism.

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Sat Mar 26, 2011 11:42 pm
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Joined: Fri May 07, 2010 7:37 pm
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If he adds a new relay, which I think he should, it will take the energy/hr to 200, which I think is still balanced. One more level past that would be 600/hr, which is a little much. But there's no reason to believe, or campaign for, a lack of max energy penalty for these new relays. When you are going to lvl, uninstall them, just like you should have done for the last 10 levels of relays.

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Sun Mar 27, 2011 12:33 am
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No I am saying if he wants the cap at 120/hr, or whatever, then the "Real final relay" should just be add convenience.

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Sun Mar 27, 2011 3:45 am
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I've mentioned this several times before, but there was an idea where if the recharge became less than 30 seconds, any future bonuses would instead give a +2 energy per tick bonus.

The idea of having a module that reduces or even eliminates max energy penalty has also been posted before. These are both good ideas for allowing further improvement to the relays without necessarily damaging game balance. Who says future relay techs have to only improve energy recharge rate?

I'd personally like to see modules like these two as mission completion tier rewards. We need more of them!

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Sun Mar 27, 2011 6:46 am
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Joined: Mon Dec 13, 2010 10:25 pm
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I know this is a bit off topic from what yall are saying, but maybe they can have some energy modules that can give extra power to other devices(weapons, shields, hull, scanners, cloaks). Other devices can increase their abilities. Or maybe they can have a energy module that reroutes your power to other devices. Instead of replenishing your energy, they would increase weapons capabilities or shield strength. Any real sci-fi fan knows that it is done in Star Trek and Stargate, so the players would get a little excited about this.


Sun Mar 27, 2011 4:05 pm
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