Exoskeleton: Difference between revisions
m (→History: added to history) |
mNo edit summary |
||
(4 intermediate revisions by 3 users not shown) | |||
Line 2: | Line 2: | ||
{{:Infobox:Exoskeleton}} | {{:Infobox:Exoskeleton}} | ||
'''Exoskeleton''' enhances the movement speed of the player by 30% when fully powered. It consumes 200kW (200kJ/s) of power when used. They can be toggled on and off in the [[shortcut bar]], assuming the player is wearing one. | '''Exoskeleton''' enhances the movement speed of the [[player]] by 30% when fully powered. It consumes 200kW (200kJ/s) of power when used. They can be toggled on and off in the [[shortcut bar]], assuming the player is wearing one. | ||
Exoskeleton is a kind of [[Equipment modules| | Exoskeleton is a kind of [[Equipment modules|equipment module]]. It can be used by placing it in the grid that opens by right clicking the armor. | ||
Each exoskeleton occupies a 2×4 tall rectangle in the equipment grid. It is possible to use multiple exoskeletons in modular armor, and the speed bonus will stack additively. There is no speed limit; it is limited only by the amount of room available in the armor and by available power. | Each exoskeleton occupies a 2×4 tall rectangle in the equipment grid. It is possible to use multiple exoskeletons in modular armor, and the speed bonus will stack additively. There is no speed limit; it is limited only by the amount of room available in the armor and by available power. | ||
Line 10: | Line 10: | ||
Exoskeletons have a 56kJ internal electricity storage, visible as a charging bar. With no power, this will sustain them for less than a second. As the available power approaches 200kW, the charging bar will both drain more slowly and have a larger minimum size. The exoskeleton will provide a full speed bonus until the charging bar hits the minimum size, at which point the exoskeleton's speed bonus drops to what it can maintain. At 200kW or greater, the charging bar does not shrink and the speed bonus remains at maximum. | Exoskeletons have a 56kJ internal electricity storage, visible as a charging bar. With no power, this will sustain them for less than a second. As the available power approaches 200kW, the charging bar will both drain more slowly and have a larger minimum size. The exoskeleton will provide a full speed bonus until the charging bar hits the minimum size, at which point the exoskeleton's speed bonus drops to what it can maintain. At 200kW or greater, the charging bar does not shrink and the speed bonus remains at maximum. | ||
Note | Note that exoskeletons are below shields in armor charging priority, and if the shields are damaged at all, exoskeletons will rapidly run dry and will not resume their full speed until the shields are fully charged. This makes them fairly useless for quick getaways. | ||
== Movement speed increase == | == Movement speed increase == | ||
The base movement speed is '''8.902''' [[Tile | The base movement speed is '''8.902''' [[Map_structure#Tile|tiles]] per [[Time#Seconds|game-second]].<sup>[[Talk:Exoskeleton#Movement%20speed%20experiments|1]]</sup> Each additional exoskeleton increases the speed by 30% of the base speed. | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 54: | Line 53: | ||
== History == | == History == | ||
{{history|0.17.10| | {{history|0.17.10| | ||
* "Toggle | * "Toggle exoskeleton" function is now accessible via keyboard shortcut.}} | ||
{{history|0.17.0| | {{history|0.17.0| |
Latest revision as of 23:46, 6 May 2021
Exoskeleton |
Recipe |
|
+ + + → | |
Total raw |
|
+ + + |
Stack size |
20 |
Dimensions |
2×4 |
Energy consumption |
200 kW (electric) |
Placed in |
|
Movement bonus |
30% (stackable) |
Prototype type |
|
Internal name |
exoskeleton-equipment |
Required technologies |
|
Produced by |
|
Consumed by |
|
Exoskeleton enhances the movement speed of the player by 30% when fully powered. It consumes 200kW (200kJ/s) of power when used. They can be toggled on and off in the shortcut bar, assuming the player is wearing one.
Exoskeleton is a kind of equipment module. It can be used by placing it in the grid that opens by right clicking the armor.
Each exoskeleton occupies a 2×4 tall rectangle in the equipment grid. It is possible to use multiple exoskeletons in modular armor, and the speed bonus will stack additively. There is no speed limit; it is limited only by the amount of room available in the armor and by available power.
Exoskeletons have a 56kJ internal electricity storage, visible as a charging bar. With no power, this will sustain them for less than a second. As the available power approaches 200kW, the charging bar will both drain more slowly and have a larger minimum size. The exoskeleton will provide a full speed bonus until the charging bar hits the minimum size, at which point the exoskeleton's speed bonus drops to what it can maintain. At 200kW or greater, the charging bar does not shrink and the speed bonus remains at maximum.
Note that exoskeletons are below shields in armor charging priority, and if the shields are damaged at all, exoskeletons will rapidly run dry and will not resume their full speed until the shields are fully charged. This makes them fairly useless for quick getaways.
Movement speed increase
The base movement speed is 8.902 tiles per game-second.1 Each additional exoskeleton increases the speed by 30% of the base speed.
Number of exoskeletons | Tiles/game-second | % of base speed |
---|---|---|
0 | 8.902 | 100 % |
1 | 11.483 | 129 % |
2 | 14.286 | 161 % |
3 | 16.866 | 190 % |
4 | 19.672 | 221 % |
5 | 22.472 | 252 % |
6 | 25.026 | 281 % |
History
- 0.17.10:
- "Toggle exoskeleton" function is now accessible via keyboard shortcut.
- 0.17.0:
- Added shortcut bar that allows quick access to certain game features such as turning off exoskeleton.
- 0.13.0:
- Power consumption increased by a factor of 10.
- 0.12.0:
- Power consumption increased by a factor of 100.
- 0.7.0:
- Introduced