Difference between revisions of "Propulsion"

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| Walking || 1 || [[Aluminum Leg]] || 100 || 10 ||
 
| Walking || 1 || [[Aluminum Leg]] || 100 || 10 ||
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| Walking || 2 || [[Improved Aluminum Leg]] || 100 || 13 ||
 
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| Walking || 3 || [[Carbon-fiber Leg]] || 100 || 15 ||
 
| Walking || 3 || [[Carbon-fiber Leg]] || 100 || 15 ||

Revision as of 16:37, 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.

Type Rating Name Time/Move Support Overload
Treading 1 Light Treads 150 20
Treading ? Medium Treads ? ?
Treading ? Heavy Treads ? ?
Walking 1 Aluminum Leg 100 10
Walking 2 Improved Aluminum Leg 100 13
Walking 3 Carbon-fiber Leg 100 15
Walking 3 Titanium Leg 100 17
Walking 5 Flexi-carbon Leg 100 20
Rolling 1 Compact Wheel 100 15
Rolling 1 Wheel 75 10
Rolling 1 Armored Wheel 85 10
Hovering 0 Cogmind Core 50 3
Hovering 1 Hover Unit ? ?
Hovering 2 Improved Hover Unit 50 8
Hovering ? Gravmag System ? ?
Flying 1 Flight Unit 35 4
Flying *2 Improved Flight Unit 30 8
Flying 2 VTOL Module ? ?
Flying *3 Improved VTOL Module 30 10
Flying 5 Nuclear Pulse Thruster 35 8 Yes
Flying *5 Biomechanical Wings 35 8