Energy Collectors Question

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gmot
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Energy Collectors Question

Post by gmot »

Is there a need for more than 1 energy collector on a ship? If so, what's the rule of thumb?
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J HG T
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RE: Energy Collectors Question

Post by J HG T »

This was covered in some other thread. It's easy to check in the ship design screen. Just look at the top right corner of the design screen and there should be numbers for both static energy usage and production of that ship. After checking these numbers just add energy collectors if needed.
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Data
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RE: Energy Collectors Question

Post by Data »

Most of the time, untill late middle game, one collector is enough - even more so if you keep upgrading them to the latest version.
In the late game I've found that static energy tends to be greater than the collector's capability but even then I don't put more than one as the fuel consumption to cover the rest of the static energy requirement is low enough.....and I really want my designs to be as fast and agile as possible (no extra space used).
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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gmot
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RE: Energy Collectors Question

Post by gmot »

Thanks for the answers - thought I'd seen this discussed recently but couldn't find the thread (not that I tried very hard...). I've been only using one collector up to now and it seems to be working out okay, but was wondering if I was missing something.
sbach2o
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RE: Energy Collectors Question

Post by sbach2o »

My policies about energy collectors are as follows:

* I never have collectors on standard warships. In a fight they are dead weight and I try to keep my ships effective for combat. I'd rather fill my ships with weapons/propulsion/combat support than use a collector.
* Ship designs that typically spend much of their time put during work get enough collectors to (hopefully) cover their static energy use. These designs are constructors and mining ships.
* Freighters are supposed to be always moving around. In practice they do it most of the time at least. Putting collectors on these is a waste.
* All bases get lots of collectors. I shoot for an energy output that would nominally be enough to cover the energy drain in combat.
* I leave collectors on resupply bases, but I am not sure how sensible this is. Well, this is a theoretical deliberation. I've never made much use of resupply bases.

But how much collector output do I need? I have no idea. The official word about their effectiveness is too wishy washy to be much use. The consequence is that in addition to collectors I am using enough standard reactor power on every base to completely or at least almost completely cover the highest possible energy drain in combat. (How high can that drain become with shield rechargers? I haven't seen those yet in action.)
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Data
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RE: Energy Collectors Question

Post by Data »

one thing to keep in mind about collectors on freighters or about components on private sector ships in general
they increse the cost of the ship, therefore providing you more credits at spaceports when they are ordered by the private sector -> good for you
they also increase the maintenance cost so it's another drain on the private sector but if you don'd go overboard with this you can still profit from it and keep a healthy private sector
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Shark7
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RE: Energy Collectors Question

Post by Shark7 »

ORIGINAL: sbach2o

My policies about energy collectors are as follows:

* I never have collectors on standard warships. In a fight they are dead weight and I try to keep my ships effective for combat. I'd rather fill my ships with weapons/propulsion/combat support than use a collector.
* Ship designs that typically spend much of their time put during work get enough collectors to (hopefully) cover their static energy use. These designs are constructors and mining ships.
* Freighters are supposed to be always moving around. In practice they do it most of the time at least. Putting collectors on these is a waste.
* All bases get lots of collectors. I shoot for an energy output that would nominally be enough to cover the energy drain in combat.
* I leave collectors on resupply bases, but I am not sure how sensible this is. Well, this is a theoretical deliberation. I've never made much use of resupply bases.

But how much collector output do I need? I have no idea. The official word about their effectiveness is too wishy washy to be much use. The consequence is that in addition to collectors I am using enough standard reactor power on every base to completely or at least almost completely cover the highest possible energy drain in combat. (How high can that drain become with shield rechargers? I haven't seen those yet in action.)

Collectors may be dead weight in a fight, but during the build-up to the battle while you are assembling the fleet, they allow ships to sit idle without burning precious fuel while they wait on the others to form up. They have their uses for sure.
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sbach2o
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RE: Energy Collectors Question

Post by sbach2o »

ORIGINAL: Shark7
ORIGINAL: sbach2o

* I never have collectors on standard warships. In a fight they are dead weight and I try to keep my ships effective for combat. I'd rather fill my ships with

Collectors may be dead weight in a fight, but during the build-up to the battle while you are assembling the fleet, they allow ships to sit idle without burning precious fuel while they wait on the others to form up. They have their uses for sure.

It is certainly possible to be caught with your pants down when you have a collector-less fleet sitting somewhere idle for a long time. Kicking collectors out of warships consequently means that my fleets need more attention. Apart from that it takes a collector a pretty long time to save a single fuel tank's worth of fuel even on larger ships. I'd rather have the extra fuel tank than a collector.

It *is* a trade off better suited to micro managers, though.
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Shark7
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RE: Energy Collectors Question

Post by Shark7 »

ORIGINAL: sbach2o

ORIGINAL: Shark7
ORIGINAL: sbach2o

* I never have collectors on standard warships. In a fight they are dead weight and I try to keep my ships effective for combat. I'd rather fill my ships with

Collectors may be dead weight in a fight, but during the build-up to the battle while you are assembling the fleet, they allow ships to sit idle without burning precious fuel while they wait on the others to form up. They have their uses for sure.

It is certainly possible to be caught with your pants down when you have a collector-less fleet sitting somewhere idle for a long time. Kicking collectors out of warships consequently means that my fleets need more attention. Apart from that it takes a collector a pretty long time to save a single fuel tank's worth of fuel even on larger ships. I'd rather have the extra fuel tank than a collector.

It *is* a trade off better suited to micro managers, though.

The other night when I formed up 7 fleets for a rush on an enemy home system, I was glad for the collectors. Took a while for them to all get there, I'd have been forced to refuel at least a couple of fleets prior to the attack, and I'm not sure I'd have ever gotten them coordinated. I'll trade the fuel tank for the ability to more easily coordinate.

Like you say, more suited to micro-managers, rather than macro-managers like myself.
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gmot
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RE: Energy Collectors Question

Post by gmot »

Played a bit now using energy collectors and find it more enjoyable than without. I'm not really a micro-manager. Or to put it more accurately, I only like to micro-manage what I like to, not what I don't like to. If that makes any sense. One reason I like DW so much.
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Data
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RE: Energy Collectors Question

Post by Data »

it makes sense and with DW even more so, this is one of it's strongpoints
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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