Some major improvements to the energy system
Oculus
ger Join Date: 2016-01-30 Member: 212360Members
Here are some suggestions to make the energy system in Subnautica much more realistic and flexible.
- GENERATORS:
Right now the generators have a built in battery making them act as the producer and the energy storage at once. This should be separated letting the generators only produce the energy but needing an additional device to store it (maybe a gadget that gives some space for energy cells and charges/discharges them depending on the production and usage of the energy.)
-ENERGY CELLS:
Energy Cells should be rechargeable and transferable at any Charge Status. Also since they have more capacity than the battery they should be larger than the battery using up 4 item Slots in an inventory.
-SEAMOTH:
Should recharge much slower in Moon Pool and Cyclops than it does right now to make it more realistic (maybe about 2 minutes for a full charge (or even longer?)).
Note that this would imply the following scenarios in game:
- Players will not only have to build more generators if they need more power, they will also have to think about if they need more Production or more storage.
- Energy Cells from the Cyclops could be recharged/exchanged at a base.
- A more limited usage of the Seamoth or the necessity to exchange the energy cell.
- Only one central energy storage for a whole structure/Cyclops
- GENERATORS:
Right now the generators have a built in battery making them act as the producer and the energy storage at once. This should be separated letting the generators only produce the energy but needing an additional device to store it (maybe a gadget that gives some space for energy cells and charges/discharges them depending on the production and usage of the energy.)
-ENERGY CELLS:
Energy Cells should be rechargeable and transferable at any Charge Status. Also since they have more capacity than the battery they should be larger than the battery using up 4 item Slots in an inventory.
-SEAMOTH:
Should recharge much slower in Moon Pool and Cyclops than it does right now to make it more realistic (maybe about 2 minutes for a full charge (or even longer?)).
Note that this would imply the following scenarios in game:
- Players will not only have to build more generators if they need more power, they will also have to think about if they need more Production or more storage.
- Energy Cells from the Cyclops could be recharged/exchanged at a base.
- A more limited usage of the Seamoth or the necessity to exchange the energy cell.
- Only one central energy storage for a whole structure/Cyclops
Comments
But having the Seamoth recharge time extended will only make the game more boring, because let's face it, you will just sit there for 2 minutes waiting for the recharge and then go and do whatever it is you planned to do.
Also remember this would be for a Full Charge, so eg. if it's only down to 50% there would be just 1 minute left. And you could still just replace the energy cell to fill it back up.
These are just the thoughts i made. Maybe it gets a bit clearer for you then.