The Substation - Power Management Rework/Rebalance
BylliGoat
United States Join Date: 2017-11-25 Member: 234114Members
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.
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.
- 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.
- 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.
- 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
There isn't going to be a dock for the cyclops to go in.
Source?
Edit: I just now realized that this is a community request, and not part of the official roadmap. I'll update the original post.
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:
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.
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."