Exoskeleton: Difference between revisions
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'''Exoskeleton''' enhances the movement speed of your character by 30% | '''Exoskeleton''' enhances the movement speed of your character by 30% When fully powered. It consumes 200kW (200kJ/s) of power when used. | ||
Each exoskeleton occupies a 2x4 tall rectangle in | Exoskeleton is a kind of [[Equipment modules]] . To activate it you need an armor that accept [[Equipment modules]]. You right klick on the armor, and add your Exoskeleton into its equipment grid. | ||
Each exoskeleton occupies a 2x4 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 your 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. | 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. |
Revision as of 19:34, 30 April 2017
Exoskeleton enhances the movement speed of your character by 30% When fully powered. It consumes 200kW (200kJ/s) of power when used.
Exoskeleton is a kind of Equipment modules . To activate it you need an armor that accept Equipment modules. You right klick on the armor, and add your Exoskeleton into its equipment grid.
Each exoskeleton occupies a 2x4 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 your 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, however, 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.
While a Exoskeleton can be assembled by hand, the parts for it require automated construction to build, so it cannot be built from raw materials by hand.
Movement speed increase
The base movement speed is 8.902 tiles per gamesecond. [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 % |