Talk:Energy Room
Hate the Overview section I put down, but want to be detailed enough so I don't miss anything. Purely a presentation thing, but I don't like the way it came out.
Energy Rooms are required to place a Base Item that provides the main power for the Base. Aux Energy Items also get placed in the same room. Any Aux Items attach to the Main Item in the Room if the Main Item can cover the number of Connections attempting to be made. Otherwise, the Aux Item can't be placed. (Each Energy-Main has a limited number of Connections it can support. One Main allowed per Room/Base for Hidden Plots; two Mains allowed for Secret Plots.)
Any Base Item placed in a Base that has an Energy Cost requires an Energy Base Item located in an Energy Room so the Base Item will function. This is in addition to any Control Cost listed for the Item; which has to be covered in the Control Section of Base Rooms/Items. Without an Energy Room that has a working Energy Source those Base Items will not function.
Such Base Items include, but are not limited to:
- Control Aux
- Defensive Items
- Defensive Aux
- Empowerment Items
- Medical Items
- Medical Aux
- Transportation Items
- Transportation Aux (Beacons)
- Workshop Items
- Workshop Aux
And probably some I'm forgetting off the top of my head. Have to check on Anchors and IoP Pads.
This isn't even mentioning backup Batteries that can be placed in various Rooms as presented in Base Plots. Batteries only providing temporary power to Base Items should the Main Energy producer get destroyed in a Base Raid.
If anyone can come up with a better way to present all of that in the Overview it'd be appreciated. :)
All Star 11:09, 16 July 2006 (PDT)