Cyclops recharging
tommy21toes
Subnautica Join Date: 2017-05-21 Member: 230666Members
With the change to 1:1 power charge on power cell rechargers on the Cyclops, there's no easy way to keep it powered beyond hauling batteries into and out of bases. I'm proposing a replacement of the reduced power consumption mod with a bio filter/ bio reactor upgrade.
The concept is that it filters brill and lose kelp to offset some of the power draw while in use, which gives identical power reduction to the other mod, but when idle it has a very slow recharge rate of the cells. A full day of in game time for say 25% of one cell. It would make sense that while stationary the amount gathered would be reduced, and you would still be losing power while moving the beast.
I don't really think this is a necessary change if the Cyclops docking area for bases is still in the works. Maybe power transmitters can recharge the Cyclops from the bases, but I wasn't able to get that to work, and the battery swapping just feels grindy.
The concept is that it filters brill and lose kelp to offset some of the power draw while in use, which gives identical power reduction to the other mod, but when idle it has a very slow recharge rate of the cells. A full day of in game time for say 25% of one cell. It would make sense that while stationary the amount gathered would be reduced, and you would still be losing power while moving the beast.
I don't really think this is a necessary change if the Cyclops docking area for bases is still in the works. Maybe power transmitters can recharge the Cyclops from the bases, but I wasn't able to get that to work, and the battery swapping just feels grindy.
Comments
Also, direct charging from bases without having to do cell-switching busywork would be nice.
- Recharging via (if the total drain of your base is solved)
- Getting a nuclear reactor inside
- Module with solar/thermal/EMP/nuclear recharge (but I don't expect those to be really balanced)
- Keeping it as it is, but making powercell more important. (see my other topic)
But that should help recharging your Cyclops alot combined with a possible base recharge option once we get the Cyclops docking function. But by this time we should have an option to generate and or store more power or one nearly empty Cyclops could serverly suck all your power for the time it is docked.
Smart thinking. If you have the patience, those are still options in a pinch. Might be a little tough to surface a seamoth with a zero percent battery at depth, but if you have a prawn in the heat or a low charged power cell, I could see that working with the seamoth.
I thnk the option I'm going to use is a wall cabinet on each side of Cyclops, right next to the engine, with 3 cells in each. Then when I make it back to my main base, swap the dead cells out and put them in 3 power cell chargers I have at the base. I have enough cabinets on the Cyclops that I can free up 6 slots in my inventory for cells, make 1 trip, and be back on the water.
I am indeed looking forward to a complete Ionpowered game experience. Having everything run on Ionbatteries and Ionpowercells sounds nice.