Skylab: Overdrive Mode

Discussion in 'General Archive' started by KilerStreak, Feb 15, 2014.

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  1. I was wondering...
    How about an "Overdrive" mode on Skylab.
    It doubles production time for 1 or 2 hours, and if you don't stop it before the time is up, the module's overheat and cooldown time will increase to 5 times longer. After repairing, it will drop a level.

    When you stop before time is up: 30 min. cooldown time, then starts to produce sep at its level rate and you will need to wait an hour before overdrive can be reactivated.

    If you don't stop it, the module will overheat and need a 5x longer time to cooldown, so 2 hours and 30 mins, then it will start producing sep at its level's rate. One hour wait time for overdrive to be reactivated.

    If you have more questions, please, do ask them and I hope this is a good idea for you guys :)
     
    Last edited: Feb 17, 2014
  2. No thanks for skylab modules being destroyed. I would agree that the production values need to be more balanced, but 1 or 2 hours wouldn't help, and for those offline, their modules would be trashed if they forgot to stop them.
    Why not just say an hour and a half cooldown time?
     
  3. That's the point, so they won't use them offline.
    There needs to be a side effect to what happens if you leave it. In real life, if you do put it into overdrive, it gets damaged.
     
  4. I think if the skylab was balanced better, it would work better instead of having overdrive. The promerium should make 3k an hour and sep should use 2k an hour. That way, you do not run out when non-premium and you run out slower when premium.
     
  5. I don't agree with the destruction of the skylabs modules... but I do like the over drive idea, means I can get sep up faster :3
    How about if we miss it, which I will all the time most likely, the overdrive will overheat and take longer to cool down.
     
  6. Full_force

    Full_force User

    No to skylab modules being destroyed.

    For an increase in skylab production. I don't know even when i was on more it was enough 98% of the time and when it was not i just logged on to seprom up then went outside. So i don't care.

    But how would they be increased? Credits give a smaller percent and uri gives more? Like the basic ore bots that increase production of those ores (yeah they put that in for what reason idk most updates i can see why they did but that). Or uri only? How much would the percent you think it should be.
     
  7. Alright, I edited how it works, how is it now?
     
  8. I don't know. I'd like the extra sep, but my modules would overheat so often lol. I know that much for sure. Perhaps the values in the skylab can be changed or this idea could go through...doesn't really matter.
     
  9. And the Dark Orbit Gods said! "Let there be more Storage Module Upgrades!"
     
    TheTaser(V) likes this.
  10. Or the storage module could magically be expanded without us having to waste a month upgrading it.
     
  11. The Dark Orbit Gods approve of this..
     
  12. I like this idea but dont like the idea that the moduels can get destroyed.
     
    TheTaser(V) likes this.
  13. Exactly my issue with it in the first place. How about promerium makes 4k an hour, and sep uses 2.5k an hour? That'd be neat. ...Or we could go back to some previous ideas about seprom stretching on our lasers so we don't have to use as much, or having an on off switch, ect.
     
    Echo.Leader[GB2] likes this.
  14. Hows about making the levels for all modules go higher? ....that way the long time players can have more sep if they want to go thru the next upgrade processes, or they can just keep it as is ...and the new players can chose where to stop leveling based on their sep consumption rates
     
  15. Read the top, I have already removed and changed that