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Add "Batteries" to Engineering...

posted Mar 05, 2013 23:28:43 by David
Engineering (and/or Science) could manage:
I would like a battery system that will charge over time if extra energy is put towards it (during lulls in activity). Then, at some point in the future, they could click on "Utilize Batteries" to gain some energy (I would guess 100-200 points). This drains the battery (and heats up that system too!). I could also imagine that a certain energy would have to be given to battery system to keep the charge, else it would slowly drain.
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12 replies
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TaigiaReilly said Mar 05, 2013 23:54:09
The problem is that you have this with turning torpedos into energy and for more energy without returning to the space stations you have the Arwing-piece looking anomslies. Not to mention that during lulls if you turn down enough systems your energy will start to climb.
[Last edited Mar 06, 2013 16:54:52]
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David said Mar 06, 2013 00:45:46
Agreed, but I would like to see that feature reduced or eliminated - it never really made much sense to me. And the energy boost you get from using the batteries is to be utilized during the heat of battle when you need it. It is during the lull in activity that you charge up the batteries.
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Captain said Mar 06, 2013 02:09:00
Perhaps you could have batteries that are usable once in a mission. Like a backup storage of 100 or so that you could use in a crisis. The battery of course would be fried after that and unable to be recharged. That way there is incentive to save it and it wont be overused but you could still have that boost in an emergency.
To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
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Jim Johnson said Mar 06, 2013 04:12:45
I would have it also tied in with the current usage of the engines. If you're at impulse, the batteries charge. At warp, they don't.
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hancock.steven said Mar 06, 2013 11:49:07
Surely you wouldn't bother charging up these auxiliary batteries until the main battery is fully charged. So effectively it is just an increase in the maximum energy store, but one that has to be accessed via an additional mouse click. I don't see any benefit to having this extra capacity. Sorry let me clarify, there are obvious benefits, much like having infinite nukes, or a button that automatically destroys all enemies and wins the game. They make the ship more powerful, but that doesn't make the game better. I feel the current balance of challenge in energy constraints is currently correct. The option of converting torps to energy, comes with the loss of a torp - keeping it balanced.
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TaigiaReilly said Mar 06, 2013 16:54:02
I feel the current balance of challenge in energy constraints is currently correct. The option of converting torps to energy, comes with the loss of a torp - keeping it balanced.


A man after my own heart.
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Captain said Mar 06, 2013 21:26:04
that is true. But what if you run out of all torps. And are in the middle of a firefight for your life. As I said earlier a one time use for a boost of 200 or so energy would be great. I stress of course the one time use. If you can use it more than that it could be easily overused.
To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
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Jrok said Mar 06, 2013 22:10:15
^agreed, whole idea is sweet too.
Vladimir_Zukoski
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JimGrindrod said Mar 07, 2013 01:12:15
If you run out of torps and energy in the middle of a fight, then you didn't plan far enough ahead of time, and the fault is only your own. You should have either docked and restocked, saved up a charge, or gotten one of the white blips to restock.
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Captain said Mar 07, 2013 01:49:53
True. I will admit if you got in that situation you probably deserve whats coming to you.
To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
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Jim Johnson said Mar 07, 2013 04:42:41
"Ya buttered yer bread - now ya has ta lie in it!" - Popeye
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David said Mar 07, 2013 04:55:12
All, thanks for the comments, always nice to exchange different viewpoints with the same purpose - To propose ideas that could make the game better.

I still think the current mechanism of converting torpedoes to energy is bizarre. I propose that batteries for additional energy seem like a more realistic approach. As the game stands now, it is fair that you lose a weapon for that energy, but that doesn't mean it makes sense.
It is strange to me that some feel clicking "Convert Torps to Energy" is just fine but clicking a button that says "Utilize emergency battery power" is a more severe burden. ? It is true that to use the batteries, that you must charge them first (and extra step), but that is a preventive measure done during periods of low activity. I think Engineering and/or Science can handle the extra click.
It is also a bit of a stretch to make a statement that making a ship better is the same as asking for infinite nukes, as that really doesn't clarify a statement of "I do not see any benefit to having this extra capacity".
A final point, this suggestion isn't to just make a ship necessarily more powerful, but to have another configuration option as to how the ship can be managed.

Happy battles to you all!





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