Difference between revisions of "Propulsion"

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=== Overloading ===
 
=== Overloading ===
 
Some hover and flight units are capable of overloading, which boosts performance (and associated costs!) as if there were twice the number of units active at once. The performance boost comes at the additional cost of integrity strain (see a propulsion's "burnout" stat). For these parts, the normal activation/deactivation command will instead cycle between off, on, and overloaded states.
 
Some hover and flight units are capable of overloading, which boosts performance (and associated costs!) as if there were twice the number of units active at once. The performance boost comes at the additional cost of integrity strain (see a propulsion's "burnout" stat). For these parts, the normal activation/deactivation command will instead cycle between off, on, and overloaded states.
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== Lists of Propulsion Parts ==
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* [[Treads]]
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* [[Leg]]s
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* [[Propulsion/Wheel|Wheel]]s
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* [[Propulsion/Hover Unit|Hover Unit]]s
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* [[Propulsion/Flight Unit|Flight Unit]]s

Revision as of 20:45, 4 June 2015

Treads, legs, wheels, and hover/flight units represent a spectrum from greater mass support and slow speed to lower mass support and fast speed. Exceeding the mass limit provided by active propulsion components will slow movement.

Base speed is measured by the time it takes to move one space, where an "average" speed is 100 time units. Check Cogmind's status screen for an indicator of relative speed as a percentage (100% is average, higher = faster), or see that same page or the main HUD for the actual cost in time.

Note that only one form of propulsion may be active at a time, where different variations of the same form will use the average of their respective stats.

Note that while flying Cogmind can rush directly over blocking robots, even hostile ones.

Costs

Movement takes some amount of energy, and may produce heat. These amounts are deducted/produced for each move, while power generation and heat dissipation are only applied once per game turn; by extension, if your speed enables you to move many spaces per turn, these costs will be compounded before your other systems can deal with them. Consider this fact when calculating what kind of propulsion you can support with given power sources (and to a lesser extent, heat dissipation utilities).

Upkeep for applicable propulsion components (generally hover and flight units) is only deducted after one absolute game turn has passed.

Overloading

Some hover and flight units are capable of overloading, which boosts performance (and associated costs!) as if there were twice the number of units active at once. The performance boost comes at the additional cost of integrity strain (see a propulsion's "burnout" stat). For these parts, the normal activation/deactivation command will instead cycle between off, on, and overloaded states.

Lists of Propulsion Parts