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programs:emergency_reserve [2020/05/06 12:47] – [Strategy] andrew | programs:emergency_reserve [2020/06/16 00:32] (current) – andrew |
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[{{ emergency_reserve.png|Emergency Reserve program icon}}] | [{{ emergency_reserve.png|Emergency Reserve program icon}}] |
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**Emergency Reserve** is a [[:programs:#generators|generator program]] which passively generates +5 [[:PWR]] if you have 3 PWR or less at the start of your turn. It has a cooldown of 3 turns. Emergency Reserve can be bought from some [[:mainframe devices:Server Terminals]] for 300 [[:credits]]. | **Emergency Reserve** is a passive [[generator|generator program]] which generates +5 [[:PWR]] if you have 3 PWR or less at the start of your turn. It has a cooldown of 3 turns. Emergency Reserve can be bought from some [[:mainframe devices:Server Terminals]] for 300 [[:credits]]. |
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Emergency Reserve never triggers on the first turn of a mission, even when playing with 0 starting PWR as a [[:modes:custom]] difficulty setting. | Emergency Reserve never triggers on the first turn of a mission, even when playing with 0 starting PWR as a [[:modes:custom]] difficulty setting. |
Emergency Reserve is best when you can trigger it consistently, every 3 turns, or otherwise as frequently as possible. In this case, Emergency Reserve generates an average of +5/3 ≈ +1.67 PWR per turn, making it one of the more efficient generators. This is easier to achieve in low-PWR [[:loadouts]], but can also be achieved if you time your use of PWR well, including gaining PWR from other sources such as hijacking [[:Consoles]] at the right times. | Emergency Reserve is best when you can trigger it consistently, every 3 turns, or otherwise as frequently as possible. In this case, Emergency Reserve generates an average of +5/3 ≈ +1.67 PWR per turn, making it one of the more efficient generators. This is easier to achieve in low-PWR [[:loadouts]], but can also be achieved if you time your use of PWR well, including gaining PWR from other sources such as hijacking [[:Consoles]] at the right times. |
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Emergency Reserve has a tricky interaction with [[Cycle]]. If Emergency Reserve is installed after Cycle, then Cycle will reset your PWR to 3 //before// Emergency Reserve's effect, giving a consistent +5 PWR every 3 turns. If Cycle is installed after Emergency Reserve, then it will reset your PWR //after// the +5 PWR from Emergency Reserve, completely wasting it. This is fixed in the [[:mods:Programs Extended]] mod so that Emergency Reserve always triggers after Cycle regardless of which order the programs are installed in. | If you also have [[Cycle]] installed, then it will always reset your PWR to 3 //before// Emergency Reserve's effect, so that Emergency Reserve consistently generates +5 PWR every 3 turns, in addition to the PWR from Cycle. However, other passive generators such as [[Power Drip]] or [[Dynamo]] may trigger before Emergency Reserve, depending on the order they are installed in [[:Incognita]]. If this happens, then you may fail to trigger Emergency Reserve when the other generator brings you above 3 PWR first. This is fixed in the [[:mods:Programs Extended]] mod, so that Emergency Reserve always triggers after Cycle but before other generators. |
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