Restrictions on power for the seabase

ChaosKnight626ChaosKnight626 Minnesota Join Date: 2015-08-05 Member: 206783Members
I'm wondering if there should be a restriction on the amount of power a seabase can have. After all, I currently have 6 Solar Panels, 3 BioReactors, 2 Thermal Plants in a nearby Lava Vent, and 2 Nuclear Reactors. In total I have 3000 power, enough to charge 4 Cyclops with enough left over for whatever the heck I want. It's a bit excessive but I decided to do it as a test. I'm never going to have a use for all of that power which made me wonder about a limit on the amount a base can have, with the rest going to back-up power or something like that. What are your thoughts?

Comments

  • destroyah87destroyah87 Join Date: 2015-08-08 Member: 206913Members
    edited August 2015
    Right now, with nothing to use it on, a player really only needs (at most) enough on-hand power to fully charge a nearly drained Seamoth.

    As there comes new things to use power on, that number might be necessary, with enough high end machines that need (constant or per-use) power.

    Point is, I don't see implementing limits on max power right now having any purpose. Down the road? Sure. It might even be good to separate power generating modules from power storing modules. And of course, add more power consuming modules.
  • Duff_McDugginDuff_McDuggin Join Date: 2015-07-02 Member: 205964Members
    currently they are all limited in some way. you have to build 4 or more solars or thermals if you are working fast both only being 50 power per unit. The nuke has considerably more power, but the uranium runs out at a comfortable rate if you are using to power a recource gathering base as I am. repeated trips back to base to unload your payload with the moth will drain the nuke. I always make sure I have two uranium and two purified waters to keep it going. So given the cost of the power unit, the eficiency of the unit, and how hard it is to gather materials to build or fuel it, I would say a power limitation would be unnecessary. Thats just my opinion, and we know how opinions go.
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    Absolutely not

    Arbitrary build limits are cancer.
  • f3rretf3rret Join Date: 2002-05-29 Member: 686Members
    ...enough to charge 4 Cyclops...

    How do you recharge a Cyclops? I thought they used Power Cores?
  • ChaosKnight626ChaosKnight626 Minnesota Join Date: 2015-08-05 Member: 206783Members
    f3rret wrote: »
    ...enough to charge 4 Cyclops...

    How do you recharge a Cyclops? I thought they used Power Cores?

    I'm just saying hypothetically
  • f3rretf3rret Join Date: 2002-05-29 Member: 686Members
    Right now, with nothing to use it on, a player really only needs (at most) enough on-hand power to fully charge a nearly drained Seamoth.

    As there comes new things to use power on, that number might be necessary, with enough high end machines that need (constant or per-use) power.

    Point is, I don't see implementing limits on max power right now having any purpose. Down the road? Sure. It might even be good to separate power generating modules from power storing modules. And of course, add more power consuming modules.

    Separating power generation, transmission and storage is an excellent idea. 40 solar panels won't do anything at night unless you can store the power. And what's with the obelisk things beaming power around? Use something similar to the dive reel to lay out cable and connect power to your base.
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