Energy cells should be non-refundable
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Energy cells should be non-refundable
When deconstructing stations, it makes sense that wares such as hull parts and claytronics should be put back into build storage, as these are physical wares. But it makes little sense that you would get energy cells back, since the energy would have been used to assemble the station in the first place.
If you are tearing down a house, you can get the wood and bricks back (not likely all in usable form), but you aren't going to get the gas or electricity back that was used during the initial construction. In fact, logically it should cost energy cells to disassemble a station as well as assemble it.
If you are tearing down a house, you can get the wood and bricks back (not likely all in usable form), but you aren't going to get the gas or electricity back that was used during the initial construction. In fact, logically it should cost energy cells to disassemble a station as well as assemble it.
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Re: Energy cells should be non-refundable
The laws of thermodynamics don't hold sway in X4; it's certainly possible to recover the energy.
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Re: Energy cells should be non-refundable
I would concider energy cells more like rechargable batteries and that module will contain them as power source.
So these "batteries" could be returned from module to build storage.
So these "batteries" could be returned from module to build storage.
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Re: Energy cells should be non-refundable
I agree.
Back when player-owned Wharfs and Shipyards were a bit broken (or the feature not complete yet) Players stripping modules off of ships there did NOT get any of the Materials refunded as the UI suggested. Back then, I suggested that the player SHOULD get the materials refunded, except for EC. Things have since been fixed and, generally, materials will be refunded at a Player-owned Wharf or Shipyard - though the numbers don't always match what the UI says - I think losing the EC's would be a good thing. Indeed, it should COST EC's to remove something from a ship if anything.
While I'd be more realistic, I'd rather not go down the route of the game having a new ware of "Depleted EC", so let's assume they're totally consumed when used.
Back when player-owned Wharfs and Shipyards were a bit broken (or the feature not complete yet) Players stripping modules off of ships there did NOT get any of the Materials refunded as the UI suggested. Back then, I suggested that the player SHOULD get the materials refunded, except for EC. Things have since been fixed and, generally, materials will be refunded at a Player-owned Wharf or Shipyard - though the numbers don't always match what the UI says - I think losing the EC's would be a good thing. Indeed, it should COST EC's to remove something from a ship if anything.
While I'd be more realistic, I'd rather not go down the route of the game having a new ware of "Depleted EC", so let's assume they're totally consumed when used.
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Re: Energy cells should be non-refundable
Let's look at it another way. The Energy used to construct the module comes from the drones that build it. Now suppose the Energy Cells are embedded into the structure as the future power source for that module, being recharged whenever energy is delivered to or created by the station. It would make sense that the Energy Cells would be recovered along with all the other components if the module were recycled. That would also account for the big explosions when a module is destroyed.
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Re: Energy cells should be non-refundable
The energy powering the drones for the construction of the station would logically come from the energy cells required for station construction, but whatever.Nanook wrote: ↑Wed, 24. Apr 24, 17:52Let's look at it another way. The Energy used to construct the module comes from the drones that build it. Now suppose the Energy Cells are embedded into the structure as the future power source for that module, being recharged whenever energy is delivered to or created by the station. It would make sense that the Energy Cells would be recovered along with all the other components if the module were recycled. That would also account for the big explosions when a module is destroyed.
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Re: Energy cells should be non-refundable
I'd think it came from the builder ship when a drone returns after each (short) trip. But whatever.
Or more logically, their power source is built into them the same way as it is in all other ships in the X-Universe.
Or more logically, their power source is built into them the same way as it is in all other ships in the X-Universe.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.
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Re: Energy cells should be non-refundable
it will only hurt the player, state never cares about economics.
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Re: Energy cells should be non-refundable
In X3 you needed crystals to produce energy cells, but in X4 energy is literally free. Energy plant is nearly free and does not need anything to work. Maybe they should either increase price of power plant or it should consume something
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Re: Energy cells should be non-refundable
I don't think the solar power plant needs anything. Its economic value is one of the lowest in the game as it is. You can't make a lot of credits just selling energy cells, especially since most NPC stations don't ask for them at a reasonable price. Solar power plants are starter stations to which you add other modules that do make credits.
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Re: Energy cells should be non-refundable
assymetry in X3 (NPCs did not need any silicon for ECells only player) was kind of annoyance - because you were left with the product (silicon waffers you could only use for yourself and it did not 'add-up' evenly (for a reason).
I assume that 'free energy' was simplest solution to the problem complicated additionally by modularity of stations - there is no need to differentiate between 'inside production' (essentially 'free') and 'export production' (which would need something to make e-cells) and NPCs and player are on the same level.
ofc 'there should be mod for that!'.
I assume that 'free energy' was simplest solution to the problem complicated additionally by modularity of stations - there is no need to differentiate between 'inside production' (essentially 'free') and 'export production' (which would need something to make e-cells) and NPCs and player are on the same level.
ofc 'there should be mod for that!'.
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