This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
programs:charge [2020/06/20 18:50] – andrew | programs:charge [2020/06/30 17:24] (current) – andrew | ||
---|---|---|---|
Line 2: | Line 2: | ||
[{{ charge.png|Charge program icon}}] | [{{ charge.png|Charge program icon}}] | ||
- | Charge is a passive [[utility|utility program]] which reduces the [[:PWR]] cost of other programs by 2 down to a minimum of 1, but increases their cooldowns by 1 turn. Program PWR costs 0 or 1 are not reduced by Charge, but their cooldowns are still increased by 1 turn. It has no effect on passive programs, except for [[Emergency Reserve]]. Charge can be bought from some [[: | + | Charge is a passive [[utility|utility program]] which reduces the [[:PWR]] cost of other programs by 2 down to a minimum of 0, but increases their cooldowns by 1 turn. Program PWR costs of 0 are not reduced by Charge, but their cooldowns are still increased by 1 turn. Charge |
+ | |||
+ | Charge can be bought from some [[: | ||
Charge' | Charge' | ||
- | If Charge and [[Overdrive]] are both installed, their effects stack, so that other programs' | + | Charge' |
+ | |||
+ | If Charge and [[Overdrive]] are both installed, their effects stack, so that other programs' | ||
===== Strategy ===== | ===== Strategy ===== | ||
- | Charge is not a good program, although it is not quite as bad as [[Overdrive]]. Its cost of 900 [[: | + | Charge is not a good program, although it is not as bad as [[Overdrive]]. Its cost of 900 [[: |
- | The main problem with Charge is that reducing programs' | + | The main problem with Charge is that reducing programs' |
Charge is somewhat similar to Seed in that both reduce the PWR cost of other programs, but while Seed applies to one program use per turn allowing you to use other programs at their full cost, Charge applies to all program uses and prevents you from using them a second time in the same turn. Seed supports a [[: | Charge is somewhat similar to Seed in that both reduce the PWR cost of other programs, but while Seed applies to one program use per turn allowing you to use other programs at their full cost, Charge applies to all program uses and prevents you from using them a second time in the same turn. Seed supports a [[: | ||
Line 18: | Line 22: | ||
For many programs, Charge either has no benefit or makes them strictly worse: | For many programs, Charge either has no benefit or makes them strictly worse: | ||
- | * Any program which already has a PWR cost of 0 or 1 is made strictly worse by the increased cooldown. | + | * Any program which already has a PWR cost of 0 is made strictly worse by the increased cooldown. |
- | * Charge has no effect on passive programs, except for [[Emergency Reserve]]. | + | * [[Burst]] is //much// worse with Charge --- it still costs 0\ PWR to use, but the higher cooldown makes it generate less average PWR per turn, and also extends the -3\ [[:AP]] penalty by an extra turn. |
- | * [[Burst]] is much worse with Charge --- it still costs 0\ PWR to use, but the higher cooldown makes it generate less average PWR per turn, and also extends the -3\ [[:AP]] penalty by an extra turn. | + | * [[Emergency Reserve]]' |
- | * [[Emergency Reserve]] | + | * [[Root]]' |
- | * [[Root]]' | + | * [[Seed]]' |
+ | * Charge has no effect on other passive programs. | ||
Charge does unambiguously improve some specific programs: | Charge does unambiguously improve some specific programs: | ||
- | * [[Fusion]] with Charge costs only 3\ PWR to use, and generates +3\ PWR per turn for five turns instead of four, for an average of +2.2\ PWR per turn if Fusion is used consistently, | + | * [[Fusion]] with Charge costs only 3\ PWR to use, and generates +3\ PWR per turn for five turns instead of four, for an average of +2.4\ PWR per turn if Fusion is used consistently, |
* [[Wisp]] normally costs 3 PWR with no cooldown; with Charge, it costs 1\ PWR and has a cooldown of 1 turn, but it is rarely good to use Wisp more than once per turn anyway. | * [[Wisp]] normally costs 3 PWR with no cooldown; with Charge, it costs 1\ PWR and has a cooldown of 1 turn, but it is rarely good to use Wisp more than once per turn anyway. | ||
Line 38: | Line 43: | ||
* [[Hunter]] with Charge costs 3\ PWR to remove a [[:daemon]] at most every 4 turns; although without Charge it often costs too much PWR to use more frequently. | * [[Hunter]] with Charge costs 3\ PWR to remove a [[:daemon]] at most every 4 turns; although without Charge it often costs too much PWR to use more frequently. | ||
* [[Lockpick 2.0]] with Charge costs 1\ PWR to break 2\ [[: | * [[Lockpick 2.0]] with Charge costs 1\ PWR to break 2\ [[: | ||
+ | * [[Mercenary]] with Charge costs 0\ PWR the first two times it is used per [[:alarm level]], instead of just the first time. It also gets a 1 turn cooldown, but Mercenary is usually too expensive to use more frequently than once per turn anyway. | ||
* [[Oracle]] with Charge costs 2\ PWR, with a 1 turn cooldown, although Oracle is best used towards the beginning of the mission when you typically can't afford to use it more than once per turn anyway. | * [[Oracle]] with Charge costs 2\ PWR, with a 1 turn cooldown, although Oracle is best used towards the beginning of the mission when you typically can't afford to use it more than once per turn anyway. | ||
* The [[Wrench]] programs become even more efficient with Charge, though they have 1 turn cooldowns. | * The [[Wrench]] programs become even more efficient with Charge, though they have 1 turn cooldowns. |