Energy consumption and leaving the pod

ThricebornPhoenixThricebornPhoenix Join Date: 2017-08-29 Member: 232713Members
The Fabricator currently uses 10 energy units for every recipe, regardless of the number or value of items involved or the type of item produced. The lifepod provides 75 units of energy, regenerating pretty quickly. The only reason to ever leave the lifepod and build a base, at least before you have Multipurpose Rooms and Alien Containment or Water Filtration unlocked, is limited storage.

My thinking is this: if certain Fabricator items, e.g. Titanium/Plasteel Ingots, required more energy than the lifepod could contain, that would be a pretty clear signal that it's time to build a base. Or maybe they would use 30-70 units, but the Aurora's explosion damages two of the energy cells leaving 25 capacity (this could add some punch to the "oh ****" feeling the explosion is meant to evoke).

This might also make energy in bases, which is usually not an issue without a Water Filtration Machine (and utterly unmanageable with one, last I checked), feel more important. It's been my experience that just the Fabricator plus Battery/Power Cell recharging can be handled with no more than a couple of Solar Panels and maybe one Bioreactor, even at ~200m. Thermal? Nuclear? Why bother?

I don't know if this sort of balancing is even under consideration at this stage, it just looks to me like two or three issues (which are perhaps not issues for most players) that could be addressed with one solution.

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