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programs:charge [2020/06/28 00:10] – andrew | programs:charge [2020/06/30 17:24] (current) – andrew | ||
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* Any program which already has a PWR cost of 0 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. | ||
- | * [[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]]' | * [[Seed]]' | ||
* Charge has no effect on other passive programs. | * Charge has no effect on other passive programs. | ||
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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. | ||