Droid Engineer Archive
Thread: New options for batteries.
Message Edited by Kaldeth on 04-01-2004 03:16 AM
Mainly I cant see them alowing harvested power out of the equation totaly. It just needs to be in there some where. As for moving the droid battries to the DE line, I can see artisan engenereing 4 or master artisan. But, inreality battries are not that hard to make. I could make one with what I have hanging around my house. You dont need to have a electronics BS degree to make em. Still it takes a fair amount of knolage to make a good one.
I posted a thread during the TC Patch 7 times that talked about using batteries as a "Droid Buff" since we don't have a pet buff.
Not much interest with that idea at the time, focus was elsewhere. Or maybe the idea was a bad one.
The only problem with these ideas is, the only reason for Power harvesters is to create power to power the harvesters and factories.
By making the changes you propose, you would drastically alter the economies of power and power harvesters. And would be taking business away from architects.
In addition, would these batteriesproduce more energy than it took to harvest the resources to make them? If so not only would you wreak the power economy, but you would break the laws of physics. (or as Homer SImpson said, " Lisa, in this house we obey the laws of thermodynamics!"
Hopefully, there will be a plan in the future to allow our power droids to power to power factories or harvesters. I believe at one point the devs were talking about power droids that could power factories/harvesters, but would slowly degrade. I think we need to focus more on making our power droids functional than messing with batteries.
I think batteries are fine as they are right now. I never have a problem selling at least 1000 a week, and at 50 credits a charge, thats not bad cash. And if droids ever become really usefull, the a plentiful supply of batteries will make ourdroids a better buy.
Ithink the problem is that power is a BIG money sink in the game ... think about it you pay money to a harvisterto get power, the power then goes in to a harvister to get ressorses.
Therefor then you run your harvister its not eating 50/cr hour its eating thepower tooso if theres less power havisters theres less of a money sink and if youmake it take power to build, unless you get a bonise to the power you put in to it ..well its sota pointless.(and itsbeen stated that more power out than in is just silly and emershion brakeing)It would bebackup power you say? wellpay for more power and forget the battery.
as much as i think this is a cool idea i think the deves are looking for bigger money sinks not ways to negate the ones in the game
Just a few thoughts on these new battery ideas
Since the Devs probably won't remove harvested power from the equation, why not make it a component for batteries
Also, in order to give DE a good market without making the batteries overcomplex have 2 types, Standard in Engineering 2, and high capacity one in novice DE
Say having the Standard one require 150 units of power and the high capacity one require 700, with the total output power being
Total Power = Amount of power input *Potental Energy/1000
Message Edited by Kaldeth on 04-10-2004 10:48 AM
I support this idea!
1) Make Droid Batteries craftable by ONLY droid engineers
2) Make power fluctuate with time (higher experimentation, longer time before recharge)
3) Make wind/solar/radioactives a component of droid batteries, andlink time-before-rechargeto the PE of the power. (higher PE, longer lasting batteries)
Not related to batteries, but if this is implemented, allow power droids to repower harvesters! Then make them walk to the harvesters and recharge them automatically!