Instant Battery Recharge Trick/Exploit/Bug
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Join Date: 2016-09-06 Member: 222111Members
This is probably known and will be fixed for release but I'm being a diligent beta tester.
Constructing a floodlight requires battery, glass and titanium. Deconstructing it gives me these materials back. The battery that I get back has 100% charge.
If I start with a battery that is less than 100% charged, this allows me to instantly charge it to 100%. O_o
Constructing a floodlight requires battery, glass and titanium. Deconstructing it gives me these materials back. The battery that I get back has 100% charge.
If I start with a battery that is less than 100% charged, this allows me to instantly charge it to 100%. O_o
Comments
This probably belongs in the Bugs Section, instead of General Discussion.
I'm not sure. This is not strictly a bug. I see it as a game mechanics problem.
Since it is not a bug (intended) to be able to craft with less than fully charged batteries, and not a bug (intended) to get back a 100% battery...from what I understand?
The smart thing for devs to do would be to:
1) Remove batteries from build requirements for tools. When you build the tool it has no battery in it. Go make one.
Next, either:
2) Make newly made batteries cost a LOT of energy to make - fabrication plus one full charge worth of power.
OR
3) Make newly made batteries have zero charge. Offset this by putting 2 or 3 charged batteries in lifepod survival trunk and a PDA warning not to drain them out before building a battery charger.
4) Move battery charger fragments to safe shallows to make up for it. Go stick the seaglide fragments into a wreck instead, since it's mostly useless anyway.
Personally, I'd like to see both options used - the former for Freedom mode and the latter used for Survival mode.
Also... whatever happened to those charging fins you used to be able to make? I haven't seen any fragments for those in months. Are they gone or did they just hide the fragments at the bottom of the world again?
i like the system as it is.
how about this:
Construct = you need full Battery.
Deconstruct = your Battery is empty now ?
but i need to say: i build a Scanner.
Than the Scanner have a full Battery. Without a Scanner, i can't start.
i do not have a Battery Charger, befoure i have a Scanner.
and no one knows if everyone have always enugh Battery Power left in Scanner to find all Charger fragments.
if you do the Battery to expensive, you have much Problems at the Start.
the Lifeboot Idea is not nice, to have only 3 Batterys: you need a "Schweißgerät" (dont know the english word for) to fix
the Capsle.
than the Scanner
at least you will have the Seething (den Seegleiter..)
than you have last battery lost...
Time i start, i see that i have "Battery" inside, and have Panik to run out of power.
Was my first idea to search a Battery Charger.
This is worse since you start with a totally/partially empty battery and end with a full battery without using up anything.
1) sounds like a great idea! Batteries should not be part of the recipe. Making you go make one is equivalent to having it in the recipe, without the exploit.
Right now the battery charger is not as useful since I can just construct/deconstruct floodlights or anything that uses batteries to instantly get 100% charge for free.
ROFL. A fully charged battery to boot.
(At which point everyone will want more customization of which battery it chooses...)
Better stock up before its patched
Even simpler is to not require a battery in the recipe, and make floodlights not come with batteries.
That way it is equivalent to the current recipe: you still have to use a battery to power it, but it fixes the exploit without changing the rules/mechanics of the game.