Re: Solar Energy logic

#12
Energy does not have to be reduced, for egzample. if you have very hot planet you get the constant output (which is at the moment) plus lets just say 50% of its constant production. (=150% from its constant output)
But if you have very cold planet you get only extra 2% from its basic output. (=102% from its constant output) And in that way everybody stays happy. (turn on your imagination)

Re: Solar Energy logic

#13
You have to look at this from the Noobies point of view. They get no say in where their home world ends up. Solar power plants are the only power plants their have at the start, so they would be hurting if they get a cold world.

Now, If you start using the same formula of Solar Plants as Solar Sat. after the solar plant is above Level 15. Maybe.

I would like to see some bonus or penalty for orbit location and temperature...for the extremes. Also, the bigger the ground base plants get the more area they cover on the planet Storms, natural clouds and Day/night times will have affect of slow down the amount of energy product per level after a certain point. The same as would for temperature and the distance from the star.

Building cost get real expansive but there should be another limiting factor on the nearly free energy of solar plants.

Fusion Plants should be the main power producers with the same requirements of Deut. Deut should be a little more easier to produce in the higher orbits(than it is now), which should make the player think of use them in the higher orbits. Fusion plants' building cost should be lowered for the lower levels than what it is presently for new planets. But increase back up to the present levels at higher plant levels.

PBH