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programs:fusion [2020/06/16 00:31] – andrew | programs:fusion [2020/06/19 04:49] (current) – andrew | ||
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[{{ fusion.png|Fusion program icon}}] | [{{ fusion.png|Fusion program icon}}] | ||
- | Fusion is an active [[generator|generator program]] which costs 5 [[:PWR]] to use, but then generates +3 PWR per turn for the next 4 turns while on cooldown. Fusion can be chosen as a [[: | + | Fusion is an active [[generator|generator program]] which costs 5\ [[:PWR]] to use, but then generates +3\ PWR per turn for the next 4 turns while on cooldown. Fusion can be chosen as a [[: |
===== Strategy ===== | ===== 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. | + | 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 [[: | + | 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 [[: | 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. | + | 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 [[: | When playing with 0 starting PWR as a [[: | ||