Battries and Power Cells need some work

Captain Matthew shared this feedback 2 days ago
Not Enough Votes

The issues

1. power cells hold two diffrent amounts of power 50kwh in 0.5m battiers and 1mwh in all others.

2. there is no way to store power in the blocks without the cells in them


3.no way to chose witch one goes in

there should be a way to store power in blocks without cells. an alterent battrey without removable cells might be the best solution. all power cells should have the same amount of charge no matter what battiery it is no magical power gain or losese just by changeing between the 0.5m and the rest.

Replies (4)

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1

I also found Power Cells vs Power Modules quite confusing. Before I even got to play, I was looking at preview videos thinking, "There's either no reason to have one of those battery sizes, or there are going to be some interesting exploits available." This thinking continued after I got the game and started seeing various batteries for myself. It wasn't until after I tried swapping the cells between small and medium, and seeing that the positions hadn't changed, and then staring at it for a while, that I FINALLY figured out they were different items. These items DESPERATELY need to be visually distinguishable, and preferably have obviously different slots in the blocks. It looks really silly to have a big block that's supposedly a battery, but only has a tiny portion of it's volume dedicated to the power cells. What's the rest of it doing, besides providing game balance?

To his second point, perhaps the block should have some portion of power which is not movable, to explain this other volume. This could also add balance. Perhaps the movable cells should only be for jump starting a vehicle.

To his third, I was immediately outraged that I could not choose to insert the cell with the lowest charge. Please add a Ctrl or Alt key assignment for this.

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I think batteries are close to where they should be. Increase the number of modules in each of the medium and large batteries a bit. Larger batteries are less power dense due to the need to manage the internal cell balance with controllers and provide cooling and safety systems. Larger batteries are not just about storage capacity but also charging and discharge capabilities os all that additional volume goes towards that as well in the term of gameplay balance.

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Nothing keeps us from using lots of small batteries, as there is no longer a distinction between large and small grid. Right now the medium size battery appears to be the sweet spot for energy density. I yet have to do the math for weight and build cost.

It seems that Keen tries to mimic the batteries from SE1 in size and capacity. This may not work so well any more. Back then you could not easily mix small and large grid, otherwise the large SG battery might have made the LG battery mostly irrelevant. Today something similar could happen.

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2

When you mouse over a power module it needs to display the remaining percentage next to its name. It's wildly inefficient only being able to view the battery percentage in a cockpit or your inventory and not when plugged into the battery itself.

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The game automatically chooses which battery is inserted based on the mode of the battery.

On auto and output mode, the game will choose the battery with the highest % to insert.

On Charge mode, it will choose the battery with the lowest power.

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What i would love to see, is that a battery charging station a battery with chargingstation, and a battery bank would all be different blocks, i love that the cells are a thing, but the blocks just seem unneccesary large, and a "battery bank" could just be a block with a single slot(or multiple) so it takes up less space and weight.

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