Solar Capacitors - Inbalance

Discussion in 'General Discussion' started by WaspLV, Oct 25, 2020.

  1. WaspLV

    WaspLV Lieutenant

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    Solar Capacitors
    • 1. Works like Small Generator;
    • 2. Has fuel Capacity;
    • 3. Can take fuel from regular Fuel Tanks;
    • 4. Will not be damaged by overload;
    • 5. Cost 50 CPU (Small Generator + Small Fuel tank cost 612 CPU);
    • 6. With enough Capacitors you can fuel base in MP forever, for free.
    *Tested on HWS server base with 6 Constructors, 6 Deconstructors, 3 Furnaces.

    This makes usual generators obsolete, and saves a lot CPU on Fuel Tanks and Generators.

    Solar Capacitors should not:
    • 1. Work like Generators;
    • 2. Should cost at least 375 CPU (according to its fuel capacity).
    *Can't be tested with Creative game. You should > Create Survival game > changemode > place base > changemode > Relog.
     
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  2. byo13

    byo13 Captain

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    Sure, if you have a small base you can rely on solar power forever.
    It's like real life. Once you have a base with multiple furnaces, constructors and stuff or a ST Enterprise looking CV solar energy will become insufficient (hence the 15 solar panels limit).

    I think the way it's implemented is satisfying I guess. Maybe the teleporter switches are a kind of cheat (and I love them) but I think energy production resembles real life. Even more if you think we're talking about the future in the game and improvements in solar receivers.
     
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    Last edited: Oct 26, 2020
  3. The Big Brzezinski

    The Big Brzezinski Captain

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    I don't understand the problem. Good solar power is mostly a matter of good location, and good locations are something you fight over in pvp. What problem is solar power causing, exactly?
     
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  4. WaspLV

    WaspLV Lieutenant

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    Did you read my post at all?

    Solar Capacitors works like Generator, will not be damaged by overload, takes fuel from regular Fuel Tanks.

    Solar Capacitor = T2 Generator and cost only 50 CPU. Don't you see problem here?


    I and my friend usually play on HWS. There you can build your main base without shield and any defense. You can build base with only Solar Capacitors and solar panels. When you offline it will charge all Solar Capacitors (60pcs. for example), next time you login you have base with 200+ hour work time (now you can run 6 Constructors, 6 Deconstructors, 3 Furnaces for many hours). No fuel needed, low CPU cost. Probably, you can build fuel free CV the same way.
     
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  5. ravien_ff

    ravien_ff Rear Admiral

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    Not any more of a "cheat" than autominers that work while you are offline, or mission timers, etc.
     
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  6. Nicholas Drake

    Nicholas Drake Lieutenant

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    I don't see a significant issue here. I use Solar extensively but only for small bases. Large ones outstrip the capabilities of the solar panels. So will small ones for that matter on default settings, I had to modify the panels for a higher efficiency level for them to be of any use at all.

    I never noticed them taking fuel from the regular tanks. When they drop to zero after depleting their stored energy from the panel- my bases have always gone offline until I turn on a standard generator.

    I guess the OP has magic I don't.
     
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  7. The Big Brzezinski

    The Big Brzezinski Captain

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    In a game where the concept of "Factory Stuffer" blueprints exist, it's hard to see solar power as a problem. Solar and promethium generally mesh together well, and make powering a base an interesting question. I've done Cantera-style star bases that soak up oodles of solar power, isolated fuel cell factories on frozen rocks built over a autominer and water generators on a promethium snow pack, and large compounds of independently power buildings. The problem of powering a base has led to exploration and creativity. It works.

    What problem are you actually having? The amount of machinery described running purely on solar would make me concerned about brownouts destroying my garden and food supply.
     
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  8. ravien_ff

    ravien_ff Rear Admiral

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    I think the issue they are describing is this:

    If you build a base on a dedicated server with enough solar capacitors, you can leave the server for a few days and come back to a huge amount of reserve power stored in the capacitors. Then you can run a lot of constructors/furnaces/etc without using fuel.

    I don't really see it as an exploit though, since it requires enough spare solar output to charge the capacitors and for you to not log into the server for long enough for them to charge. More like smart base design. :D
     
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  9. Germanicus

    Germanicus Rear Admiral

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    To add to this (and Project Eden):
    If a Base is established on the Dead2 Planet you'll need only 4 large Solar Panels and ONE Day to fill 1 Capacitor (while the Player searches for Resources)
    Naive Fallacy: 15 large Solar Panels would fill 4 Capacitors in a +/- ONE Day
    ;)
     
    #9
  10. zaphodikus

    zaphodikus Captain

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    Now my Solar panel pain makes a bit more sense.
    They work best outside of the "habitable zone" , and are less efficient that far away. Has anyone produced some good raw numbers on how much power panels generate by default/vanilla currently?
     
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