Pulse Drive


Last edited 17 days ago by Chad.

Pulse Drive is the mid game engine tech in SFC2. Every level adds 20% to the speed of any ship running a Pulse Drive, and the tech gates four ships plus the game's only offensive missile. It is also the only thing that sets how far your missiles can reach.

You research it from the Research page like any other tech. The level is account wide, so research it once and every planet you own has it, including colonies you found later.

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What it does

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Three things.

  • It makes Pulse Drive ships faster. Every level adds 20% of the ship's printed base speed. It does not compound, so level 5 is double base speed and level 10 is triple.
  • It unlocks units. Four ships and the Interplanetary Ballistic Missile list a Pulse Drive level as a requirement.
  • It sets your missile range. How far an IPBM can fly comes straight off your Pulse Drive level and nothing else.

That is the whole list. It does not touch cargo capacity, hull, shields or weapons, and it does not change fuel burn either, with one exception covered below.

Requirements

Research Lab level 2, on the planet you start the research from. That is the only requirement, at every level.

The game's data also lists Energy Tech level 1, but every player starts at Energy Tech 3, so it never bites. That is why the game's own requirements panel leaves it out.

What it unlocks

Unit Needs Pulse Drive Also needs
Interplanetary Ballistic Missile1Missile Silo 4
Apollo Class Fighter2Armor Tech 2, Shipyard 3
Gaia Class Colony Ship3Shipyard 4
Poseidon Class Cruiser4Particle Tech 2, Shipyard 5
Ares Class Bomber6Plasma Tech 5, Shipyard 8

Level 3 is the one every new player has to reach, because the Gaia is how you claim your second planet. Nothing else in the game colonises.

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The More Info button on the Research page opens that list for any tech, with a green dot next to everything you already qualify for.

Ships that use it

Three ships run a Pulse Drive for their whole life:

Ship Base speed Cargo Fuel
Poseidon Class Cruiser15,000800300
Apollo Class Fighter10,00010075
Gaia Class Colony Ship2,5007,5001,000

Two more pass through it. The Atlas Class Cargo starts on a Jet Drive and moves onto a Pulse Drive at level 5. The Ares Class Bomber starts on a Pulse Drive and moves onto a Warp Drive at Warp Drive 8. Both swaps are covered below.

Everything else in the game runs a Jet Drive or a Warp Drive, so Pulse Drive levels do nothing for them.

Speed by level

Pulse Drive Poseidon Apollo Gaia Atlas* Ares**
base15,00010,0002,5005,0004,000
118,00012,0003,000on Jet Drive4,800
221,00014,0003,500on Jet Drive5,600
324,00016,0004,000on Jet Drive6,400
427,00018,0004,500on Jet Drive7,200
530,00020,0005,00020,0008,000
633,00022,0005,50022,0008,800
736,00024,0006,00024,0009,600
839,00026,0006,50026,00010,400
942,00028,0007,00028,00011,200
1045,00030,0007,50030,00012,000
1148,00032,0008,00032,00012,800
1251,00034,0008,50034,00013,600
1354,00036,0009,00036,00014,400
1457,00038,0009,50038,00015,200
1560,00040,00010,00040,00016,000

*The Atlas ignores Pulse Drive until level 5, then jumps to a base of 10,000 and scales from there.
**The Ares column only holds until you research Warp Drive to level 8. After that it scales off Warp Drive instead.

There is no level cap, so the pattern keeps going: every extra level is another 20% of the base figure.

You never have to work any of this out yourself. The Shipyard prints both numbers on every ship. Base is the printed speed, Current is what your techs have made of it.

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That is a Poseidon at Pulse Drive 6. Base 15,000, current 33,000.

What the speed actually buys you

Travel time does not fall as fast as speed rises. The game takes the square root of the distance over speed, so doubling your speed cuts about 29% off the clock, not half.

A Poseidon flying ten solar systems inside its own galaxy at 100% speed:

Pulse Drive Speed Flight time
015,00045m 35s
221,00038m 33s
427,00034m 00s
633,00030m 46s
839,00028m 18s
1045,00026m 22s
1560,00022m 50s
2075,00020m 26s

Two things to keep in mind:

  • A fleet always moves at the speed of its slowest ship. A 33,000 Poseidon sent alongside a 5,500 Gaia gets you 5,500.
  • Pulse Drive levels do not change your fuel bill. Fuel is worked out from how far above the fleet's slowest speed each ship sits, so a fleet of nothing but Pulse Drive ships costs the same hydrogen at level 2 as at level 15. The one real exception is the Atlas swap.

The Atlas swaps engines at level 5

The Atlas Class Cargo is built around a Jet Drive. The moment your Pulse Drive hits level 5, every Atlas you own switches over. There is no button and no warning. Its base speed doubles from 5,000 to 10,000 and it starts scaling at 20% a level off Pulse Drive instead of 10% a level off Jet Drive.

The price is hydrogen. An Atlas on a Pulse Drive burns exactly twice as much fuel per trip, forever.

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That is the same 20 Atlas run over the same distance, one level of Pulse Drive apart, on an account sitting at Jet Drive 8. The trip comes down by a third and the fuel bill doubles. How much time you save depends on your Jet Drive level, but the doubled fuel is the same for everyone.

Two things follow from the swap:

  • Pulse Drive levels 1 to 4 do nothing at all for your Atlas fleet. It is still on Jet Drive there.
  • After the swap, Jet Drive levels do nothing for your Atlas fleet. If the Atlas was your reason for pushing Jet Drive, stop at level 5 of Pulse Drive.

The Hercules and the Carmanor stay on Jet Drive forever, so on a long haul with mixed cargo the Atlas is no longer the ship holding you back.

The Ares leaves at Warp Drive 8

The Ares Class Bomber works the other way round. It needs Pulse Drive 6 to build and runs a Pulse Drive until you research Warp Drive to level 8. At that point its base speed rises from 4,000 to 5,000 and it scales at 30% a level off Warp Drive. Fuel does not change.

Warp Drive Ares speed Ten systems
0 to 712,000 (Pulse Drive 10)50m 58s
817,00042m 50s
1020,00039m 30s
1223,00036m 50s

Once that swap happens, further Pulse Drive levels stop helping your Ares. You still need Pulse Drive 6 to build one, and the requirement never goes away.

Missile range

Pulse Drive is the only tech that decides how far an Interplanetary Ballistic Missile can fly.

Range = (5 × Pulse Drive level) − 1 solar systems

Missiles never cross a galaxy boundary, no matter how high the tech goes. Both planets have to sit in the same galaxy.

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Pulse Drive Range
14 systems
29 systems
419 systems
629 systems
839 systems
1049 systems
1574 systems

The Galaxy page grays out the missile icon on anything outside that reach, and opening the strike screen anyway tells you the distance and your current range side by side.

The level does not make missiles arrive any faster. Flight time is a flat 15 seconds plus 30 seconds for every solar system crossed, whatever you have researched. Range is the whole story.

Cost

Level 1 costs 2,000 ore, 4,000 crystal and 600 hydrogen. Every level after that doubles all three.

Level Ore Crystal Hydrogen Speed bonus Ore so far Crystal so far Hydrogen so far
12,0004,000600+20%2,0004,000600
24,0008,0001,200+40%6,00012,0001,800
38,00016,0002,400+60%14,00028,0004,200
416,00032,0004,800+80%30,00060,0009,000
532,00064,0009,600+100%62,000124,00018,600
664,000128,00019,200+120%126,000252,00037,800
7128,000256,00038,400+140%254,000508,00076,200
8256,000512,00076,800+160%510,0001,020,000153,000
9512,0001,024,000153,600+180%1,022,0002,044,000306,600
101,024,0002,048,000307,200+200%2,046,0004,092,000613,800
112,048,0004,096,000614,400+220%4,094,0008,188,0001,228,200
124,096,0008,192,0001,228,800+240%8,190,00016,380,0002,457,000
138,192,00016,384,0002,457,600+260%16,382,00032,764,0004,914,600
1416,384,00032,768,0004,915,200+280%32,766,00065,532,0009,829,800
1532,768,00065,536,0009,830,400+300%65,534,000131,068,00019,660,200

Crystal is the pinch. Pulse Drive asks for twice as much crystal as ore at every level, and crystal is the slower mine to grow. Getting to level 3 for the Gaia costs 28,000 crystal all in, which is a real early game bill.

Research time

Research time counts ore and crystal only. Hydrogen is free time-wise.

Hours = (Ore + Crystal) ÷ (2,000 × (Research Lab level + 1))

Level Ore + Crystal Lab 2 Lab 4 Lab 8 Lab 12 Lab 20
16,0001h 00m36m 00s20m 00s13m 51s8m 35s
212,0002h 00m1h 12m40m 00s27m 42s17m 09s
324,0004h 00m2h 24m1h 20m55m 23s34m 17s
448,0008h 00m4h 48m2h 40m1h 50m1h 08m
596,00016h 00m9h 36m5h 20m3h 41m2h 17m
6192,0001d 8h19h 12m10h 40m7h 23m4h 34m
7384,0002d 16h1d 14h21h 20m14h 46m9h 08m
8768,0005d 8h3d 4h1d 18h1d 5h18h 17m
91,536,00010d 16h6d 9h3d 13h2d 11h1d 12h
103,072,00021d 8h12d 19h7d 2h4d 22h3d 1h
116,144,00042d 16h25d 14h14d 5h9d 20h6d 2h
1212,288,00085d 8h51d 4h28d 10h19d 16h12d 4h
1324,576,000170d 16h102d 9h56d 21h39d 9h24d 9h
1449,152,000341d 8h204d 19h113d 18h78d 18h48d 18h
1598,304,000682d 16h409d 14h227d 13h157d 12h97d 12h

The usual research rules apply:

  • The lab that counts is the one on the planet you press the button from. Once you have the Advanced Research Communication Network, your labs are added together instead, one to start with plus one more for every ARCNet level, and it stops mattering where you start from.
  • The Research Relay alliance perk divides the time, up to half at the top level.
  • Only one research runs at a time across your whole account, and you cannot start one while a Research Lab is upgrading on any of your planets.
  • Cancelling a research in progress refunds the full cost to the planet that paid. You can also finish it instantly with credits, which costs 1.12 credits per second remaining and is free once there are under five minutes left.

Worth knowing

  • Level 3 is not optional. Without a Gaia you cannot take a second planet, and a one planet account goes nowhere.
  • Level 4 is the next real target. The Poseidon is the first ship most players attack with, and at 15,000 it has the highest base speed of any warship in the game.
  • Level 5 is a decision, not a freebie. It doubles your Atlas speed and doubles your Atlas fuel bill on the same day. If you are running long haul cargo on a thin hydrogen income, look at your Hydrogen Synthesizer before you press the button.
  • Four quests pay out on this tech, at Pulse Drive 2, 3, 6 and 10. The level 6 one hands back 85,900 ore, more than the 64,000 that level costs.
  • If you build missiles, this is your range tech and there is no other. Every level pushes your reach out another five solar systems.
  • Like everything else you spend, the resources sunk into Pulse Drive count toward your rank.

See also

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