Reorganizing power storage items and mechanics?

yungmewyungmew United States, California Join Date: 2016-12-24 Member: 225432Members
For most of the beginning of the game, you're stuck with the Seaglide, which heavily drains batteries, and crafting batteries constantly means using materials that could be spent on more higher tier items or progression. Your tools also now use batteries since a few builds back, and finding the battery charger fragments can sometimes be a little difficult, considering there is (afaik) no map or data information on the PDA to assist locating other fragments, and certain items that would assist in long distance or deep depth travel are not available until somewhat much later.

Would it be a good idea to either make batteries last longer, or to lower the power consumption of pre-existing tools?
Feedback is appreciated.

Comments

  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    The first signal you get from the radio (which, granted, you have to fix first - crash powder is a bit of a tough one to find/get) leads you to a wreck with a battery recharger.

    With you on the seaglide and my own opinion is that one to two batteries should be in the storage to help get you started, but I also feel people aren't yet properly looking at batteries as not bound to the equipment that uses them. For instance, you make a battery to make a scanner; that battery does not disappear. You can take it out and use it for any other battery-requiring tool you need and then simply switch around to fit the situation. Like, the welder currently doesn't even have a battery in its recipe thus being a freebie, but even if it would have, in early game you only need it for the lifepod. After that, you can take it out and use it for other things. It even gets recharged when used in a new recipe (something I think should stay; some people consider it an exploit, but I think it's a logical secondary function if the fabricator can already produce fully charged batteries and power cells).

    I know the Aurora is littered with batteries and therefore an early stop, but I don't bulldozer my way over and usually bother with a small base and the seamoth first. I tend not to need to make more than five batteries (four of which end up as power cell ingredients for the MVB and Seamoth; the fifth I keep for the scanner) to get by. Of course, I also minimize my use of the seaglide, but I've already said I think that one guzzles too hard.

    For what it's worth, one of my pet polish points is to have every floodlight either be on with battery or off without one. That wreck with the battery charger has an easily accessible floodlight (I believe it's currently a non-interactable variant) and a little exploration should then get people free batteries timely.
  • MalsqueekMalsqueek United States Join Date: 2016-05-17 Member: 216835Members
    The wired fins make battery issues FAR less meaningful. The seaglide still drains batteries fairly quickly with them (probably quicker than it ought to), but not so much that it is a huge problem.

    I often build 8-10 batteries while working to get the recharger and a base going, but once that is up, 6 loose batteries is generally all I need. (2 for the Seamoth for emergencies, 2 on hand, and 2 to be recharging from the last time I went out). All the rest get turned into Power Cells, which is a nice mechanic.

    The other thing that would be pretty awesome is to have a base capacitor that you could slot batteries into to increase the max power a base could hold to help use some of those extra batteries we wind up with and to help stabilize bases whose dinural power generation changes significantly enough to cause the base to lose power at night.
  • MsCendeMsCende Pacific Northwet Join Date: 2016-12-27 Member: 225534Members
    I have a spreadsheet I use to start the game, and 12 batteries is one of the "starter" points. As I drain some of them off, before I get the recharger, I set them aside to make the power cells for the vehicle creator and the Seamoth; by the time I'm done I usually have 3 power cells (a spare for the Seamoth), my main set of tools, and 1 spare battery, and I'm ready to go to the Aurora.
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