Originally posted by garhkal
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It's pretty clear from context that the city doesn't allow the ZPM's to draw enough power to critical systems that it might endanger the city. E.g. when they overloaded Asura they could barely get a big enough explosion to vaporize the city. Getting enough power to take off from 1 ZPM puts the city at risk, but it doesn't noticeably drain the ZPM. Non-critical systems may get enough power to drain the ZPM in seconds (Mckay-Miller device), probably because the effect of the machine getting that much power is taken into account. E.g. the city doesn't allow the engines or hyperdrive to get that much power because if the city so happens to be in orbit, it's royally screwed should the engines blow from overload. Shields however are an absolute failure conditions. E.g. it doesn't matter *how* they fail; if they don't get enough power to defend the city you're screwed, if you overload them to take enemy blows then you're screwed either way.
This seems to be the case with the disparities between ZPM drain for various systems (e.g. 1 ZPM is easily depleted by a Mkcay-Miller device but at full drain for the engines, isn't emptied in an equal amount of time) .
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