Improvement Idea: medkit and powerkits rework

Johnathan McDonald shared this feedback 4 years ago
Submitted

I'm not sure if it was intentional or not for you devs, but my brain is not exactly comprehending to the whole concept of this...

You can build Medical Bays that can, when powered, restore and recharge authorized Engineers, but you cannot build medical kits and even Energy Units that use internal charge to restore the Engineer from its inventory the same way as the 2 gas bottles?

It's much easier to understand that Energy units are backup Suit Energy Items that require a powered Energy Unit Charger of some sort to recharge the Energy Units, like H2/O2 Generators and appropriate gas tanks for O2 Bottles and H2 Bottles.

Medkits could be a consumable, or just like the Energy unit, need internal charge to heal the bearing Engineer, or make the rechargeable Medkits can be a tool that uses Suit energy to heal the user or another within melee range, slow as a Survival Kit, up to fast as the Medical Bay, assuming this has tiers, like other tools.

These are my ideas/opinions. If what I said isn't understandable, please inform me in the comments.

Replies (1)

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+1. Disposable batteries don't sit right with me, Powerkits restore very little power, and O2 bottles are almost entirely useless because your suit energy will usually run out long before you cut into them. The chargers could even be used as a lower capacity alternative to batteries, except the cells are hot-swappable - ideal for jump-starting a grid.

Also I'd take any excuse to have new functional blocks to jam in my base and make it look busier. Wall mounted battery chargers à la Subnautica? Yes please.

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