Thread title says it all. The idea is an alternative to power reactors and mostly to help small craft gain an edge with an alternative weakness to it.
Battery cell specs:
Thoughts? Criticisms? Additional input? Though the idea may have its flaws, I thought it would be a waste not to share the idea with the forum since it might possibly have some potential.
Battery cell specs:
- Cannot be used in conjunction with a power reactor on a single entity. (Lore-wise, let's just say the two technologies are incompatible with each other. )
- Provide a flat power generation rate for each grouping (let's use 10000e/sec as the base)
- Additional groupings add additional power generation, but the amount added on additional groups is halved after every power of two after two groupings. For example, if the base flat generation for a single group is 10000e/sec, 2 groupings give 20000e/sec, 4 groupings give 30000e/sec, 8 groupings give 40000e/sec, etc.
- Additional blocks in a single group add Operational Time to the max operational time of the battery, not additional power generation.
- Each additional block in a group adds more time, but time added is calculated based on a logarithm so eventually adding more blocks will be useless. I think the maximum soft-limit would be somewhere around a half hour for the strongest of batteries.
- Total Operational time is the average of all the Operational Times of each group so each group must be the same size to maximize Time per Group.
- When Operational Time runs out, power generation becomes zero, and unless you have Power Capacitors all power is dissipated slowly at a random rate in addition to whatever is being used by your systems.
- When you are left with 1/10th of your time, the ship will warn you with a message next to the power bar.
- Depletion of Operational Time turns the blocks from Battery Cell to Battery Cell (Depleted). Battery data would have to be unique to the ship entity itself due to the logarithmic nature of additional cells. Adding more battery cells to a group while they are active simply increases additional time, but adding cells to a depleted group will not increase the total time left. Removing blocks from an active group will yield depleted batteries until Total Operational Time is equal to Remaining Operational Time. For fractions of time left that is less than equal to the cell taken but not zero, an active cell is yielded for error handling purposes.
- Recharging can be done when docked to an entity with power reactors, but not from entities docked to the ship itself. Time to recharge will depend on how large the group is. Or, depleted blocks in the inventory can be recharged as an astronaut by an NPC for credits possibly.
Thoughts? Criticisms? Additional input? Though the idea may have its flaws, I thought it would be a waste not to share the idea with the forum since it might possibly have some potential.