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July 02, 2020, 12:09:42 PM

Author Topic: Geothermal Facility  (Read 389 times)

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Offline lee666

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Geothermal Facility
« on: April 05, 2010, 09:17:56 PM »
At high mine levels the power needed to run become a real problem, basicly some need a lvl of solar array PER MINE or 1-2 nuclear plants, or a whole stack of helios (hundreds on cold planets) so basicly i suggest a high req generator to meet the needs heres the idea:

Geothermal Facility
Utilized geothermal energy from a dormant supervolcano.

req:
energy tech lvl 10-12
solar array lvl 25
nuclear planet lvl 10

Level 1
Time:     10:00:00
Ore:    100,000
Crystal: 100,000   
Hydrogen:    100,000
Production
Energy:    +200/hr
« Last Edit: January 01, 1970, 12:00:00 AM by Guest »

Offline Maloar

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Re: Geothermal Facility
« Reply #1 on: April 05, 2010, 09:46:44 PM »
from seeing a few of Matt's posts it seems that the "vulnerable sats vs expensive buildings" is something they specifically want in the game.  An alternative is unlikely to be offered

Not that I'll complain if I'm wrong  :lol:
« Last Edit: January 01, 1970, 12:00:00 AM by Guest »
-Iron must be dirtied, burned and beaten before it can become steel.

Offline lee666

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Re: Geothermal Facility
« Reply #2 on: April 05, 2010, 09:56:34 PM »
well some of my colder planets only get 7 power from a sat.. so to power say a lvl 24 hydro mine would take 87 sats to run 1 mine!
« Last Edit: January 01, 1970, 12:00:00 AM by Guest »

Offline Maloar

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Re: Geothermal Facility
« Reply #3 on: April 05, 2010, 10:09:43 PM »
The tradeoff being that it produces more hydro.

They want you to have to balance your choices.

Want efficient sats then you have to colonize higher in the system and produce less hydro.  If you want more hydro you go further down but your sats produce next to nothing.

Every choice has its counter balance, and I doubt that'll change.
« Last Edit: January 01, 1970, 12:00:00 AM by Guest »
-Iron must be dirtied, burned and beaten before it can become steel.

Offline SGS 6

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Re: Geothermal Facility
« Reply #4 on: April 06, 2010, 02:12:35 AM »
Get higher energy techs and go nuclear; with about energy 9 or more, you can burn the extra 20% or so hydro you get on a cold planet into energy and get like a 4-5 to 1 ratio. With energy 9 and a level 10 nuclear plant I get 1112 energy for 260 hydro... for that energy I can run a level 17 hydro at 60%, producing about 1000 hydro... that's on a planet with a temp rating of -51. Which leaves me a surplus of 740 hydro and I can run the rest of my mines off a solar array.

(The planet I'm referring to also has level 21 ore, 19 crystal, and is running the hydro at full... the extra energy is from a level 22 solar array. The amount of energy I'm using is about between what a level 23 and 24 solar would produce.)

Also, once your energy tech and nuclear plant are both over level 5 or so, any upgrade in either direction results in a better exchange ratio. So it only gets better as you go up!
« Last Edit: January 01, 1970, 12:00:00 AM by Guest »
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Offline sooth

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Re: Geothermal Facility
« Reply #5 on: April 06, 2010, 01:41:20 PM »
While I love your idea, it seems to be their delicate balance problem - as much as I'd love cheaper energy, I don't think this should happen.
« Last Edit: January 01, 1970, 12:00:00 AM by Guest »

Offline lee666

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Re: Geothermal Facility
« Reply #6 on: April 06, 2010, 01:59:46 PM »
Quote from: "SGS 6"
Get higher energy techs and go nuclear; with about energy 9 or more, you can burn the extra 20% or so hydro you get on a cold planet into energy and get like a 4-5 to 1 ratio. With energy 9 and a level 10 nuclear plant I get 1112 energy for 260 hydro... for that energy I can run a level 17 hydro at 60%, producing about 1000 hydro... that's on a planet with a temp rating of -51. Which leaves me a surplus of 740 hydro and I can run the rest of my mines off a solar array.

(The planet I'm referring to also has level 21 ore, 19 crystal, and is running the hydro at full... the extra energy is from a level 22 solar array. The amount of energy I'm using is about between what a level 23 and 24 solar would produce.)

Also, once your energy tech and nuclear plant are both over level 5 or so, any upgrade in either direction results in a better exchange ratio. So it only gets better as you go up!

im already at lvl 11 energy tech, lvl 10-12 nuclears on most planets and up to lvl 26 solar arrays, plus sats, then running the Engineer for another 10% extra on everything and still needing more, this is how my best planet is looking and ive had to stop building till i decide what to do:
10,521 of 10,571 Energy Used   :shock:

Quote from: "sooth"
While I love your idea, it seems to be their delicate balance problem - as much as I'd love cheaper energy, I don't think this should happen.

agreed it would need balancing, i gave it a pretty high req and lvl 1 will set you back 300k so wont take many levels to get very expensive
« Last Edit: January 01, 1970, 12:00:00 AM by Guest »