Forums » Suggestions

More on batteries

Jan 05, 2005 bobis2high link
I have not checked every thread on extra batteries because they are numerous, long, and often times very repetitive, but I would like to make a suggestion which I believe to be worthy of a new thread. Many people want to make batteries that can fit into small/large ports that give extra charge and capacity, I would suggest capacitors (also somewhat misnomered but compared to batteries a minor one) which could be large or small with various capacities, and you would press fire which would route battery charge or already charged energy in the battery to the capacitor to a certain point. Then pressing fire again would dump it back in to you current battery. Example you could buy a small port capacitor of 200 charge unites, and wait until your fast charge battery had 200 units and press secondary fire and have a full capacitor. Then you find someone you want to kill, and you attack, drain your battery but need more energy to press the attack, click secondary fire again instant 200 energy. Lets say you in a ship with 65 drain and your running trying to catch up/escape someone, and your running out of battery, should your capacitor be charged you press secondary fire and you get 200 more energy. You would be able to fill the capaciter at any time, so if you have a 200 energy capaciter and only 50 energy you could fill it with the 50. As I see it this has a few advantages compared to other ideas of changing the charge rate, first it dose not give more ships permeant turbo, just makes the higher drain ships able to turbo longer. Second it allows people to gain additional energy without slowing down wh jumps. I also wanted to avoid just making batteries able to hold large amounts of energy because I do not feel that that would be an effective solution.
Jan 09, 2005 bobis2high link
has anyone at all looked at this
Jan 10, 2005 Spellcast link
Probably not, i took one look at it and decided it wasn't worth the time to puzzle through.
A suggestion for getting more reply's to your posts:

use spacing to seperate ideas and thoughts, it makes the post more readable.

A re-spaced version of the above might read as follows:
--

I have not checked every thread on extra batteries because they are numerous, long, and often times very repetitive, but I would like to make a suggestion which I believe to be worthy of a new thread.

Many people want to make batteries that can fit into small/large ports that give extra charge and capacity, I would suggest capacitors (also somewhat misnomered but compared to batteries a minor one) which could be large or small with various capacities, and you would press fire which would route battery charge or already charged energy in the battery to the capacitor to a certain point. Then pressing fire again would dump it back in to you current battery.

Example you could buy a small port capacitor of 200 charge units, and wait until your fast charge battery had 200 units and press secondary fire and have a full capacitor. Then you find someone you want to kill, and you attack, drain your battery but need more energy to press the attack, click secondary fire again instant 200 energy.
Lets say you in a ship with 65 drain and your running trying to catch up/escape someone, and your running out of battery, should your capacitor be charged you press secondary fire and you get 200 more energy.

You would be able to fill the capaciter at any time, so if you have a 200 energy capaciter and only 50 energy you could fill it with the 50. As I see it this has a few advantages compared to other ideas of changing the charge rate;
- first it does not give more ships permeant turbo, just makes the higher drain ships able to turbo longer.
- Second it allows people to gain additional energy without slowing down wh jumps.
- I also wanted to avoid just making batteries able to hold large amounts of energy because I do not feel that that would be an effective solution.

--

To which; having taken time to read it now; I reply, thats not a bad idea. The implimentation is a little spotty, and i'm not sure what would happen if you charged a capacitor with 50 energy and then wanted to add more to it. Wouldnt it treat the second "charging" click as a withdrawal of the energy?
Jan 11, 2005 Solra Bizna link
Interesting idea. Would give me something [useful] to put into my Prom's S ports.
-:sigma.SB
Jan 11, 2005 wylfing link
Interesting, yes, but very complicated on the implementation/use side. Also, given the nature of these capacitors, I suppose players would spend considerable time manually fiddling with their energy tanks. It's hard to believe all that time spent will be worthwhile.

It would be helpful if you stated the gameplay problem that you are trying to solve, and showed how this suggestion solves that problem -- and overcomes its implementation issues. Your post leaves us guessing what the problem is. (Bettering "batteries that can fit into small/large ports" isn't a gameplay problem, because that doesn't exist in the game.)

P.S. FYI, I really only read Spellcast's re-spaced version of the idea. Big blocks of unspaced text are scary.
Jan 11, 2005 Beolach link
Not all suggestions have to be meant to address any particular gameplay problem, wylfing. I would see this at least partly as a suggestion for additional gameplay content. And as such, I like it. It would add more ways players can play the game, and variety is a good thing.

Sure, if players want to they can spend a lot of time playing with the energy tanks, but it's up to them to decide if it's worthwhile. Probably some players would think it was, and others wouldn't. That is not a problem with the suggestion.

As far as implementation, you're right it would take some work, but so does/will a lot of other 'additional content' things that the devs plan to add - capital ships, player controlled stations, etc. No, this wouldn't be as cool an addition as those, but it wouldn't require as much work to implement either.
Jan 11, 2005 wylfing link
> Not all suggestions have to be meant to address any particular
> gameplay problem, wylfing.

Thank you for the pedantry, Beolach, but you are incorrect. Suggestions for additional content address a perceived lack of content. In this case, bobis2high seems to think there is a reason to change (or extend) how batteries work. It would be helpful to know the itch he's trying to scratch.

> As far as implementation, you're right it would take some work,
> but so does/will a lot of other 'additional content' things
> that the devs plan to add

I did not comment on how much development work would be required for this feature.
Jan 11, 2005 Beolach link
> I did not comment on how much development work would be required for this feature.

Then what did you mean when you said it would be complicated on the implementation side? In my mind, implementation = development work.
Jan 12, 2005 wylfing link
Maybe that was a poor word choice. I meant "how it is implemented in the game" -- the way it works from a player's perspective.

The suggestion as stated by bobis2high is complicated from a mechanical point of view, i.e., there's a lot of steps players have to go through to get it to work. It's certainly more complicated than the mining equipment, and new players often have a hard time understanding the mining equipment until someone talks them through it.

Second, the suggestion is complicated because you can't predict what will happen when the energy transactions aren't 100% (as Spellcast pointed out). Now this problem only exists because the charging and discharging sharing a single control, but having two controls -- one for charging and one for discharging -- makes the mechanical complexity worse.

Third, it's just a complicated idea. Gaining battery energy by putting something in a weapon port isn't such a good idea to begin with, but if that functionality is added it can be done without all the overhead required here.