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I think it would be interesting if there would be an additional attribute that controls how long it takes for a crystal to reach its full power output.
Then one could create a slow starting crystal that reaches a higher power rate but does not start with its full output instantly in comparison to an otherwise identical crystal with a fast/instant ramp up speed.
Or alternatively allow slower crystals to be more efficient in the total power that can be generated by a single crystal. Maybe both.
Rewarding the slower ramp up/ramp down with some sort of benefit could encourage players to build more complicated power monitoring systems and automations and also give them an additional choice when creating their crystals instead of just going for the 100% perfect crystal. (I would like to encourage to build a "turn on after falling below X%, turn off after Y% was reached" instead of "turn on below X%, off above X%" so there is a downside to running the generator in short bursts/a benefit of running it for a longer amount of time at a time)
rf/tick. Generator turns on at 1, off at 4 with sine-ramps:
The text was updated successfully, but these errors were encountered:
I think it would be interesting if there would be an additional attribute that controls how long it takes for a crystal to reach its full power output.
Then one could create a slow starting crystal that reaches a higher power rate but does not start with its full output instantly in comparison to an otherwise identical crystal with a fast/instant ramp up speed.
Or alternatively allow slower crystals to be more efficient in the total power that can be generated by a single crystal. Maybe both.
Rewarding the slower ramp up/ramp down with some sort of benefit could encourage players to build more complicated power monitoring systems and automations and also give them an additional choice when creating their crystals instead of just going for the 100% perfect crystal. (I would like to encourage to build a "turn on after falling below X%, turn off after Y% was reached" instead of "turn on below X%, off above X%" so there is a downside to running the generator in short bursts/a benefit of running it for a longer amount of time at a time)
rf/tick. Generator turns on at 1, off at 4 with sine-ramps:
The text was updated successfully, but these errors were encountered: