Cap/change bionics power storage

Currently you may have absurd amounts of bionic power which are a bit unrealistic to say the least. Not that Cata needs more realism, but seriously, it becomes game-breaking; after raiding a couple of labs a character becomes a giant walking battery. My current char walks with energy weapons and a UPS interface allowing me to laser pew pew constantly, or cloak for hours. And if he has low power, I feed him a couple of 2x4s or simply strut in sunlight and that’s it.

Suggestions to deal with it:

[ul][li]Hard cap on bionic power. Simple, but boring.[/li]
[li]Make each installed power storage reduce your carried weight a bit. Inserts a balance between combat prowess (bionics help) and hoarding capabilities. Also, another reason to find hydraulic muscles.[/li]
[li]Make permanent nerfs after hitting certain caps of power. Say, after a certain power cap char becomes slower, after another gains torso encumbrance, after another gets nauseous at low power amounts (?), etc.[/li]
[li]Make a modular system: your character can install power storage slots (say, up to 5), and you put or remove bionic accumulators in them. Like, Mk. IV bionic accumulator gives character 1000 power capacity when in slot, but is really really rare or requires 14 electronics and a cvd machine to craft (nanotube accumulators or something); MK. II can be made from a UPS and a power converter, etc. Bio-operators and shocker brutes would have a chance to drop higher tiers on butchering, zombie scientists drop middle tiers, zombie techs and shockers drop lower ones.
The best idea IMO, as it rewards going to harder places to find better stuff instead of grinding zombie techs at power substations. Plus, disassembling power storage will have a reason now, as certain types of it will become obsolete throughout the game.
[/li][/ul]

The big problem with power currently is that one of the updates multiplied all power by 100 (to make easier battery calculations), but the cost of CBMs weren’t altered.

So yeah, you’re not going to be able to cloak for a day when you’re eating up 200 power per turn.

most cbm costs have been multiplied to adress the new power system. not all though. What do you mean by : the cbm cost hasn t been altered? everything was multiplied times 25 not 100 including the cbm (not all) costs.

[quote=“Blaze, post:2, topic:7458”]The big problem with power currently is that one of the updates multiplied all power by 100 (to make easier battery calculations), but the cost of CBMs weren’t altered.

So yeah, you’re not going to be able to cloak for a day when you’re eating up 200 power per turn.[/quote]
Cloaking System costs 50 power units per turn, Time Dilation costs 75 power (for some reason, no time specified), most of the other bionics that wouldn’t realistically take that much power don’t. What did you say about power cost of CBMs not being multiplied (by 25, btw, not 100)?

Dislike.

Must be in one of the newer versions then, my cloaking system still shows up at 2PU per turn.

FWIW Time Dilation is a total battery drain and bases its duration on the amount of power you fed it.

And yeah, Blaze, that char’s probably outdated. Feel free to PR the turrets and update. (And congrats on 250 posts. Participating in DDA, and Still Alive.)

It should say the duration somewhere.