The Substation - Power Management Rework/Rebalance

BylliGoatBylliGoat United States Join Date: 2017-11-25 Member: 234114Members
edited November 2017 in Ideas and Suggestions
I don't know if this has been brought up before, but the current base power mechanics are pretty clunky. So my idea/suggestion is a rework of the system that allows current generation methods to only require a minor rebalance to compensate.
  1. Generators Generate (Full Stop) - Remove or drastically reduce the amount of stored power in all generators. They should only produce power while running. Essentially, everything should operate effectively similar to the solar panel.
  2. The Power Substation - Add a new structure room that stores all power produced by generators for use by seabase facilities. Ideally, this substation would include a central panel with a bar graph of power sources and their status, potentially with priority management or remote shutoff toggles. The total power capacity would be determined by Power Cell slots, fitting perfectly with the apparent standard infrastructure of the Subnautica universe. (The Aurora itself already fits this model - massive power cells store the energy produced by a separated reactor room for power generation.) This also accounts for gameplay progression - one Power Cell in a player's first Seabase should be more than sufficient, and they can add to it as they see it necessary.
  3. Remove the Power Cell Charger - The Power Cell charger is currently only useful for keeping the Cyclops charged. The Seamoth and Prawn Suit are charged in the Moonpool, and soon someday the Cyclops will have a dock of its own may have a dock of its own. The Substation would effectively replace the charger's functionality without becoming obselete in the end game.

Storing power in a centralized location would be a significant quality of life improvement for Seabase management while also allowing balanced power generation (instead of having that one bioreactor constantly burning and running on empty).

Obviously the Substation could just as easily be incorporated as an interior module for a Multi-Purpose Room, but I personally would prefer a more varied Seabase aesthetic. I was delighted to see the Scanner Room added as an independent entity and would just love to see more like it.


I recognize that the developers are hard at work getting the full release ready for distribution and are far more concerned with final touches and polish (which I'm super excited for by the way), but this is one of those aspects that I truly believe should be implemented prior to launch as it alters a significant aspect of infrastructure management. That said, I know this simply can't be viewed as priority with the current deadline and would still be delighted to see it or something similar implemented post-launch.

Regardless of your consideration, I'm wildly impressed with the work already put into this game and the journey it has taken while in Early Access. Keep it up guys, you've given us one hell of a game.


Edit: I originally thought the developers had stated that a docking mechanism for the Cyclops was planned to be implemented. I had misinterpreted a post on Trello suggesting the feature, but it has not been added to the official roadmap for release.

Comments

  • Xenodrone98Xenodrone98 U.S Join Date: 2016-08-26 Member: 221726Members
    BylliGoat wrote: »
    I don't know if this has been brought up before, but the current base power mechanics are pretty clunky. So my idea/suggestion is a rework of the system that allows current generation methods to only require a minor rebalance to compensate.
    1. Generators Generate (Full Stop) - Remove or drastically reduce the amount of stored power in all generators. They should only produce power while running. Essentially, everything should operate effectively similar to the solar panel.
    2. The Power Substation - Add a new structure room that stores all power produced by generators for use by seabase facilities. Ideally, this substation would include a central panel with a bar graph of power sources and their status, potentially with priority management or remote shutoff toggles. The total power capacity would be determined by Power Cell slots, fitting perfectly with the apparent standard infrastructure of the Subnautica universe. (The Aurora itself already fits this model - massive power cells store the energy produced by a separated reactor room for power generation.) This also accounts for gameplay progression - one Power Cell in a player's first Seabase should be more than sufficient, and they can add to it as they see it necessary.
    3. Remove the Power Cell Charger - The Power Cell charger is currently only useful for keeping the Cyclops charged. The Seamoth and Prawn Suit are charged in the Moonpool, and soon the Cyclops will have a dock of its own. The Substation would effectively replace the charger's functionality without becoming obselete in the end game.

    Storing power in a centralized location would be a significant quality of life improvement for Seabase management while also allowing balanced power generation (instead of having that one bioreactor constantly burning and running on empty).

    Obviously the Substation could just as easily be incorporated as an interior module for a Multi-Purpose Room, but I personally would prefer a more varied Seabase aesthetic. I was delighted to see the Scanner Room added as an independent entity and would just love to see more like it.


    I recognize that the developers are hard at work getting the full release ready for distribution and are far more concerned with final touches and polish (which I'm super excited for by the way), but this is one of those aspects that I truly believe should be implemented prior to launch as it alters a significant aspect of infrastructure management. That said, I know this simply can't be viewed as priority with the current deadline and would still be delighted to see it or something similar implemented post-launch.

    Regardless of your consideration, I'm wildly impressed with the work already put into this game and the journey it has taken while in Early Access. Keep it up guys, you've given us one hell of a game.
    BylliGoat wrote: »
    I don't know if this has been brought up before, but the current base power mechanics are pretty clunky. So my idea/suggestion is a rework of the system that allows current generation methods to only require a minor rebalance to compensate.
    1. Generators Generate (Full Stop) - Remove or drastically reduce the amount of stored power in all generators. They should only produce power while running. Essentially, everything should operate effectively similar to the solar panel.
    2. The Power Substation - Add a new structure room that stores all power produced by generators for use by seabase facilities. Ideally, this substation would include a central panel with a bar graph of power sources and their status, potentially with priority management or remote shutoff toggles. The total power capacity would be determined by Power Cell slots, fitting perfectly with the apparent standard infrastructure of the Subnautica universe. (The Aurora itself already fits this model - massive power cells store the energy produced by a separated reactor room for power generation.) This also accounts for gameplay progression - one Power Cell in a player's first Seabase should be more than sufficient, and they can add to it as they see it necessary.
    3. Remove the Power Cell Charger - The Power Cell charger is currently only useful for keeping the Cyclops charged. The Seamoth and Prawn Suit are charged in the Moonpool, and soon the Cyclops will have a dock of its own. The Substation would effectively replace the charger's functionality without becoming obselete in the end game.

    Storing power in a centralized location would be a significant quality of life improvement for Seabase management while also allowing balanced power generation (instead of having that one bioreactor constantly burning and running on empty).

    Obviously the Substation could just as easily be incorporated as an interior module for a Multi-Purpose Room, but I personally would prefer a more varied Seabase aesthetic. I was delighted to see the Scanner Room added as an independent entity and would just love to see more like it.


    I recognize that the developers are hard at work getting the full release ready for distribution and are far more concerned with final touches and polish (which I'm super excited for by the way), but this is one of those aspects that I truly believe should be implemented prior to launch as it alters a significant aspect of infrastructure management. That said, I know this simply can't be viewed as priority with the current deadline and would still be delighted to see it or something similar implemented post-launch.

    Regardless of your consideration, I'm wildly impressed with the work already put into this game and the journey it has taken while in Early Access. Keep it up guys, you've given us one hell of a game.

    There isn't going to be a dock for the cyclops to go in.
  • SnailsAttackSnailsAttack Join Date: 2017-02-09 Member: 227749Members
    There isn't going to be a dock for the cyclops to go in.
    That was never said. I think it was even planned to be added in an update shortly after the final release.
  • Xenodrone98Xenodrone98 U.S Join Date: 2016-08-26 Member: 221726Members
    There isn't going to be a dock for the cyclops to go in.
    That was never said. I think it was even planned to be added in an update shortly after the final release.

    Source?
  • BylliGoatBylliGoat United States Join Date: 2017-11-25 Member: 234114Members
    It's a to-do list item on Trello. Not a moonpool dock, but something that allows the Cyclops to dock to the exterior of the station. I know they've discussed it conceptually and would like to incorporate it in the game, but I don't know that it's been guaranteed. Probably a matter of getting it to work properly - I can't imagine it's easy to program. Even without a way to dock the Cyclops, I still believe that a Substation would be far superior to multiple Power Cell chargers (not to mention the benefits of centralized power management).
  • BylliGoatBylliGoat United States Join Date: 2017-11-25 Member: 234114Members
    edited November 2017
    Source for Cyclops dock.

    Edit: I just now realized that this is a community request, and not part of the official roadmap. I'll update the original post.
  • MaalterommMaalteromm Brasil Join Date: 2017-09-22 Member: 233183Members
    @BylliGoat

    I agree with mostly everything. But instead of removing the power cell (PC) charger as suggested on the third item of your list, I would combine it with number 2.
    In this way the substation would simply be a PC array with, maybe, 4-6 slots and it would allow generated power to be stored while recharging the PCs.
    This mechanic is already implemented in the Cyclops and it works really well.

    Also regarding #3, when you said the seamoth and the prawn are charged in the moonpool, I feel displeased with this mechanic.
    As it is right now, I would only craft a PC charger if I was feeling "rich" and building a fancy base.

    There are, in my opinion, two easy fixes to this feeling regarding the uselessness of the PC charger.
    Recipe spoilers ahead:
    1. It should be much cheaper. Requiring two rubies put it in nearly the same tech tier as the moon pool which requires lithium. Making it cheaper would make it a viable refueling option for an early seamoth.
    2. It should take the same amount of time to charge a vehicle in the moon pool/cyclops as it takes to charge a PC in the charger.

    If these fixes were applied, and the PC charger was fused with the proposed idea of a
    power bank, I believe it would make the game more diverse and dynamic.
  • BylliGoatBylliGoat United States Join Date: 2017-11-25 Member: 234114Members
    Perhaps I didn't explain the concept well enough, but this is essentially what I meant. The Substation/Power Bank would be a large Power Cell charger array that would act as both charger and power storage for the Seabase. I think of it as having 6-8 open slots available in a central "power flower" arrangement in the center of the room.

    I certainly agree with your sentiments regarding the current Power Cell charger.
  • MaalterommMaalteromm Brasil Join Date: 2017-09-22 Member: 233183Members
    BylliGoat wrote: »
    Perhaps I didn't explain the concept well enough, but this is essentially what I meant. The Substation/Power Bank would be a large Power Cell charger array that would act as both charger and power storage for the Seabase. I think of it as having 6-8 open slots available in a central "power flower" arrangement in the center of the room.

    I certainly agree with your sentiments regarding the current Power Cell charger.

    You were very clear, I just suck at reading.
    "The total power capacity would be determined by Power Cell slots, fitting perfectly with the apparent standard infrastructure of the Subnautica universe. (The Aurora itself already fits this model - massive power cells store the energy produced by a separated reactor room for power generation.) This also accounts for gameplay progression - one Power Cell in a player's first Seabase should be more than sufficient, and they can add to it as they see it necessary."
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