[quote=“Kevin Granade, post:17, topic:4758”]NaturesWitness: this is kind of a side issue, but using the same model as the “rechargeable power pack” mod that was introduced a while back would be a way to support UPS powered tools without having to add two versions of every tool (which was the main problem with making tools convertable to use UPS power back when you first suggested it).
I’m also a bit skeptical about the “auto-off” UPS concept, it would be feasable to implement, but makes me feel uneasy about taking control away from the user, and it seems like quite a lot of smarts to build into a power supply.
As Pthalocy notes, maybe we should look at making it more obvious when power is being drained, maybe a power readout for UPSs nest to the bionic power meter? Could show remaining charge and highlight when it’s on. Seems like something worth having in the HUD.[/quote]
To speak primarily to your second section:
This is intended as an optional upgrade. It is not strictly better than manually managing your power supply. Anyone using this chooses to do so because they’d rather have the convenience over greater manual efficiency (also small downsides in weight and volume). So no control is being taken away from the user; they’re giving it away.
Yes, it would take quite a lot of smarts to build this: Note the skill requirements. Computers 10 and electronics 8. Creating the Advanced UPS itself takes electronics 9 and mechanics 1. So while it is slightly easier to build the circuitry, it also takes advanced programming knowledge (the skill book is SICP) to design the system architecture.
No, it is intended that the device monitors your surroundings and knowing whether or not it’s used. Hence the high levels of computer knowledge needed; you’re coding a system by which the device can track conditions and manage itself. The temperature system would be relatively easy (attach thermometer. If temperature is not between X and Y, turn on), but enemies would be harder. Maybe it can trace the ambient goo levels in the air or some technobabble like that.
I’d like to see this and other things represent the player beginning to master his surroundings; at the beginning you struggle to merely survive, then you adapt old stuff to new situations, and finally you start making entirely new things, designed by a survivor, for a survivor. For example, that’s part of why I chose SICP for the book; it has general knowledge you’d need to make it, but not clearly detailed recipes.