This shows you the differences between two versions of the page.
| Next revision | Previous revision | ||
| programs:fusion [2020-05-04 23:12] – created kleene_star | programs:fusion [2020-06-19 04:49] (current) – andrew | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | ===== Fusion ===== | + | ====== Fusion ====== |
| + | [{{ fusion.png|Fusion program icon}}] | ||
| - | This article | + | Fusion |
| + | |||
| + | ===== Strategy ===== | ||
| + | |||
| + | It is almost always correct to use Fusion consistently every 4 turns. In this case, it generates a net of +7\ PWR every 4 turns, for an average of +1.75 PWR per turn. So it generates significantly more PWR than [[Power Drip]], although Fusion gives PWR later because of its upfront cost. Overall, Fusion is considered to be a relatively good generator because it gives a good amount of PWR and has only minor drawbacks. | ||
| + | |||
| + | Unlike [[Power Drip]], Fusion must be used actively by clicking on it in the [[: | ||
| + | |||
| + | The main drawback of Fusion is that it costs PWR right at the start of the mission, slowing down hacking of [[: | ||
| + | |||
| + | In the last few turns of a mission, you do not need to save 5\ PWR to re-activate Fusion, so you can use more PWR if necessary. Be careful, though, because if you mis-judge it and aren't able to leave the mission, you can get stuck with no PWR and no way to generate more. | ||
| + | |||
| + | Fusion is even more efficient in combination with [[Charge]], which makes Fusion cost only 3\ PWR to use and extends its cooldown so it generates +3\ PWR for an extra turn, for a net average of +2.2\ PWR per turn. In contrast, Fusion should never be combined with [[Overdrive]], | ||
| + | |||
| + | When playing with 0 starting PWR as a [[: | ||
| - | {{tag> | ||