Difference between revisions of "Energy Saver Battery Crafting (Game Mechanics)"

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== Items Affected ==
 
== Items Affected ==
  
1. [[Heavy Fuel Cell - Mark I (Schematic)|Heavy Fuel Cell - Mark I]]<br>
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1. [[Energy Saver Battery - Mark I (Schematic)|Energy Saver Battery - Mark I]]<br>
2. [[Heavy Fuel Cell - Mark II (Schematic)|Heavy Fuel Cell - Mark II]]<br>
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2. [[Energy Saver Battery - Mark II (Schematic)|Energy Saver Battery - Mark II]]<br>
3. [[Heavy Fuel Cell - Mark III (Schematic)|Heavy Fuel Cell - Mark III]]<br>
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3. [[Energy Saver Battery - Mark III (Schematic)|Energy Saver Battery - Mark III]]<br>
4. [[Heavy Fuel Cell - Mark IV (Schematic)|Heavy Fuel Cell - Mark IV]]<br>
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4. [[Energy Saver Battery - Mark IV (Schematic)|Energy Saver Battery - Mark IV]]<br>
5. [[Heavy Fuel Cell - Mark V (Schematic)|Heavy Fuel Cell - Mark V]]<br>
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5. [[Energy Saver Battery - Mark V (Schematic)|Energy Saver Battery - Mark V]]<br>
  
 
== Experimentation Lines ==
 
== Experimentation Lines ==

Revision as of 21:59, 9 May 2008




Game Mechanics - Mechanics Category

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Description

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25% This document has been partially completed.

Mechanics This document is about game mechanics.

Heavy Fuel Cell Crafting Experimentation Mechanics

Items Affected

1. Energy Saver Battery - Mark I
2. Energy Saver Battery - Mark II
3. Energy Saver Battery - Mark III
4. Energy Saver Battery - Mark IV
5. Energy Saver Battery - Mark V

Experimentation Lines

These items have 2 lines of experimentation available.


1. Experimental Booster Energy
2. Experimental Booster Consumption



The Experimental Booster Energy line depends on 66% DR and 33% OQ. Experimentation on this line will increase the Booster Energy attribute on these items.


The Experimental Booster Consumption line depends on 66% DR and 33% OQ. Experimentation on this line will increase the Booster Energy Consumption attribute on these items.

Item Attributes

Variation Of:


This attribute spawns on any item that has had its base type name changed. For player crafted items this type change occurs when the player renames the item from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the item now indicates that it is a variation of the specific type that it originated as.


For more information about the Variation Of attribute, see General Item Mechanics




Volumn:

Represents the current container contents of the Item.

For more information about volumn counts, see Inventory Mechanics


Object Creator:

This attribute appears only on crafted items or looted components. The crafter's name is listed here.

General Item Mechanics, and General Crafting Mechanics for more information about Serial numbers


Serial Number:

This attribute only appears on crafted items. This represents the alphanumeric code given to the item.


See General Item Mechanics, Using Schematics and General Crafting Mechanics for more information about Serial numbers




Booster Energy:

  • The booster has a finite amount of energy it can devote to boosting. When this energy is depleted, the booster ceases to function and must recharge. The value listed here is the maximum amount of energy that the booster can store to be used when it is operational.


Booster Energy Consumption Rate:

  • The rate at which the booster drains its energy supply. Each unit in this value represents one unit of energy that is consumed for every second of use that the booster is operating at. A Lower value indicates lower energy use per second.

Source References

Source Source in Context