I wish they'd replace the Power Efficiency Upgrade with a Power Plant Upgrade and allow you to build your choice of power source in there. Who wouldn't want a Peeper powered Cyclops?
From a practical issue, it's best to have the power efficiency module, a power cell recharger and all 6 cell slots containing ion power cells. That's 6x ion cells (5x power) = 3000 power with 4x efficiency and endless restores a la perpetuum mobile.
From a dev's point of view this means new power upgrades for all tools without remodelling them or creating a new power device.
Suffers a bit from logic (perpetuum mobile of cells recharging cells), fun and strategy, though, but easy to use and implement.
It would be really more fun and strategic richness to have one of the 4 base reactor types built into the Cyclops by choice, but I fear the implementation would take far too much dev time.
Once a Cyclops dock is in the game, we no longer need cell rechargers that cost less energy than restoring.
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And if so, do they last much longer?
From a dev's point of view this means new power upgrades for all tools without remodelling them or creating a new power device.
Suffers a bit from logic (perpetuum mobile of cells recharging cells), fun and strategy, though, but easy to use and implement.
It would be really more fun and strategic richness to have one of the 4 base reactor types built into the Cyclops by choice, but I fear the implementation would take far too much dev time.
Once a Cyclops dock is in the game, we no longer need cell rechargers that cost less energy than restoring.
Yes, ion power is 5x as efficient as normal. Every tool and vehicle except the habitat builder can use ion powered batteries or cells.