I think you are dramatically overestimating the micromanagement increase. In a game that already has an absurd level of micromanagement compared to other games, a battery system that acts like an infinite bar you just fill up and distribute from your magical wand seems rather unfiddly. In real life batteries come in dozens of shapes and sizes, and in the absence of some amateur electronics modification you can only use those batteries the device was specifically designed for. I propose three types of batteries. And I think options for modifying electronic devices to accept larger battery types is more interesting than a flat capacity upgrade.
Secondly, if you have a device that you need a battery for, most of the time you have a battery also. It just might be dead. If you have an mp3 player with a dead (small) battery and can find nothing but medium and large batteries⌠then transfer power from your medium batteries to your small battery. I donât see how you could get screwed by the RNG. All you need is either a battery charger or the relatively meager items and skill needed to fashion one.
3) You might also consider whether you want players to continue to have perfect efficiency in their battery use: currently, any battery can reload any [b]B[/b]attery-[b]P[/b]owered [b]D[/b]evice, and the charge from any BPD can be pulled out (as batteries) and loaded into others. Making the "reload" more a "battery-swap", so I pull out whatever charge was in the BPD and put in whatever was in the batteries, seems likely to lead to more fiddly micromanagement and dead/low battery clutter.
I don't see a problem with having batteries which are objects that can die. We have many items in the game which become useless clutter items after use. As for efficiency, I don't really see the current method as being particularly interesting or sensible. 'Power' doesn't seem to be represented by anything in the game, you might as well be picking up 'magicka' which you store in your wizard hat to power items. It is weightless, infinitely transferable, and without any realistic restriction. I'm sorry but it just doesn't mesh with the level of detail we have in virtually every other aspect of the game.
What I would like to see is a more interesting/in-depth system for batteries that a) requires some management, b) rewards electronics skill usage, because that skill has almost no use and energy management could become the basic pre-crafting skill for electronics, much as sewing is the pre-crafting skill for tailoring, and c) actually provides realistic amounts of battery life. Iâm sick of flashlights that can only last for two or three in-game hours before sputtering out. They could (and should) last for several days and gradually get dimmer over the end of its life, as battery charge drains down. So honestly, Iâm for less fiddliness using a system that is more interesting, more involved, and makes use of existing skills.
(And for the person who said that all batteries gain weight with charge - you are technically correct, because electrons etc do have a weight. It is just so small a change that it is impractical to measure the change. For all intents and purposes, batteries do not gain any weight when charged. Unless you are interested in atomic weights. Weâre not, really.)