Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The charge cycle is just over 4 days.
The transmission takes just over 2 days. From the name, I had foolishly assumed that the transmission would be a "burst", like charging an energy weapon and firing. It's my fault for not reading carefully. I'd hoped to choose the timing of a possible raid by waiting until my pawns are all combat ready. But it makes sense, especially for land caravans, that one might not be close enough to respond quickly.
You can save 1200W by turning off the power while transmitting.
There's no way to pause or cancel a call, even by cutting the power. With the original design having a fixed chance of just 3% for a raid, that wouldn't have been a consideration, but with a significant raid chance, a player might wish to abort if a lot of pawns have become wounded. I'm not complaining, just mentioning. The vast majority of players will keep the raid chance very low and never want to pause or cancel.