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programs:charge [2020/06/27 23:58] – [Charge] andrew | programs:charge [2020/06/30 17:24] (current) – andrew | ||
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[{{ 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 0, but increases their cooldowns by 1 turn. Program PWR costs 0 are not reduced by Charge, but their cooldowns are still increased by 1 turn. Charge has no effect on passive programs, except for [[Emergency Reserve]]. | + | 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 has no effect on passive programs, except for those with cooldowns ([[Emergency Reserve]] |
Charge can be bought from some [[: | Charge can be bought from some [[: | ||
Charge' | Charge' | ||
+ | |||
+ | Charge' | ||
If Charge and [[Overdrive]] are both installed, their effects stack, so that other programs' | If Charge and [[Overdrive]] are both installed, their effects stack, so that other programs' | ||
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===== 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' | ||
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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. | ||
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* [[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. |