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How much does it cost to overload a Photon?

 
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Andromedan
Lieutenant Commander


Joined: 17 Nov 2006
Posts: 251

PostPosted: Tue Sep 14, 2010 11:33 pm    Post subject: How much does it cost to overload a Photon? Reply with quote

I understand that I can spend 2 point of energy to get a +4 Photon Marker, if used at the end of the turn. And then since it is overloaded the next turn is cost 2 points to hold.

How much does it cost to get a +4 Photon Marker at the start of the Loaded turn? At the moment, I think it is 4 points of energy 2 (to finish loading) and 2 more (to get the +4 Photon Marker).

Am I correct?
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OGOPTIMUS
Captain


Joined: 10 Nov 2006
Posts: 979

PostPosted: Tue Sep 14, 2010 11:37 pm    Post subject: Reply with quote

Yes, it is 2 points to finish the photon, and 2 points to overload a photon to +4, and another 2 to get to +8.

Though at the start of the turn, it might be more beneficial to keep that power unused, since you can always overload at the instant of firing.
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Savedfromwhat
Commander


Joined: 23 Aug 2007
Posts: 657

PostPosted: Tue Sep 14, 2010 11:45 pm    Post subject: Reply with quote

That looks Correct if I am understanding you correctly. (Technically you can spend 4 points at the end of the turn to get a +8 photon Marker).

Let me try to break it down:

A preload Turn
-2 Points to preload
-You may put points in at the end of this turn to OL, it costs +2 or +4 points for a +4 or +8 warhead respectivley
-The following Turn it would cost you 2 points to finish loading
-Total Cost = 8 points

A Held Turn
-1 point to hold and at the start or the end of the turn +2 or +4 points for a +4 or +8 warhead respectivley
-Total Cost (4 points on previous turns and) 5 points on this turn
-On a turn where you had already overloaded your photons to +4 and decided to hold them you would spend +2 points to hold and +2 points to fully overload. (Total cost of 6 points on previous turns and) 4 points on this turn.
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mjwest
Commodore


Joined: 08 Oct 2006
Posts: 4091
Location: Dallas, Texas

PostPosted: Wed Sep 15, 2010 3:18 am    Post subject: Reply with quote

I once made a long, detailed post about how photon arming works, but I can't find it. It must have expired at some point. Oh well.

Anyway, the important thing to remember is that the base arming and overload energy work nearly independently. Overloading the photon is much more flexible than any other weapon, but at the cost of some complexity.

Normal loads are powered under a rigid schedule. You pay two points of energy during energy allocation in one turn, then pay two points of energy during energy allocation in the following turn. Arming energy may not be applied during any other time in the turn, or in any other order.

Overload energy can be applied during may stages of the turn, giving tremendous flexibility (and, in turn, making your life way more difficult). It may be applied:
- During energy allocation of any turn except the first turn of arming.
- At the end of the turn in the Power Phase, during any turn, including the first turn of arming.
- At the moment of fire.

Overload energy is spent in two point increments. Two points gets you a +4 overload counter. Two more points gets you a +8 overload counter. You may spend four points and go straight to a +8 overload counter. The overload energy may be applied in any combination at the points mentioned above.

Holding energy must be paid during energy allocation for every unfired, but completed, photon torpedo. It is one point of energy to hold a normal load, and two points of energy to hold an overload (regardless of level). You only need to pay the hold energy after the arming procedure (mentioned in the "normal loads" paragraph) are done.

If you do not pay the holding cost when required, the photon is discharged and you must wait until the following turn to begin arming a new torpedo. So, if you are ever in the situation where you know you will need to discharge a photon (so you can, for example, get rid of an overloaded photon and load a normal load), you should discharge it during the Weapons Records phase at the end of the turn, so you won't have that one turn delay.

I hope that helps.
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