Local power connector module for modular armor

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Xecutor
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Local power connector module for modular armor

Post by Xecutor » Mon Nov 24, 2014 5:40 am

It would be nice to have subj.
i.e. item in modular/power armor that allows charging armor batteries or using other armor items using power lines of the factory, obviously while you stand within coverage area of power.

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Re: Local power connector module for modular armor

Post by Align » Mon Nov 24, 2014 9:06 pm

Sounds pretty cool. It'd certainly see more use than the discharge defense...

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Re: Local power connector module for modular armor

Post by SuicidalKid » Sun Aug 23, 2015 1:09 am

I came to post the exact same thing.
It would make armor setups with just a bunch of batteries possible, like super-suits that need to return home to recharge instead of the current suits that we have, which are much weaker than they could be (have you seen the size of those reactors?!?)
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Re: Local power connector module for modular armor

Post by ssilk » Sun Aug 23, 2015 7:09 am

Should already be easy possible as mod.
I think the factor 100 which is between power armor and "normal devices" should not be converted, aka. the items in the power suit needs 100 times more power, if charged from outside. One charge of the batteries in the power suit should drain the power network more or less remarkable. There is also a maximum drain the power suit can drain off.

Another good use is then also, to uncharge into a power network! So that the power suit is a "running accumulator".
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Re: Local power connector module for modular armor

Post by TuckJohn » Wed Aug 26, 2015 7:43 pm

I would love this feature, especially if it worked with another suggestion that I made (basically power tools)
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Re: Local power connector module for modular armor

Post by bobucles » Wed Aug 26, 2015 9:07 pm

Running off of batteries is pretty much a wasted effort. A fusion generator will fill up its entire volume worth of batteries in less than a minute. As is, batteries are only good as an emergency buffer for charging shields.

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Re: Local power connector module for modular armor

Post by ssilk » Wed Aug 26, 2015 9:54 pm

Yeah, but wouldn't it be cool, if you can power a network with your backpack fusion generator? If you can feed some accumulators up?
Or to recharge the shields much faster than possible with only one fusion generator?
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Re: Local power connector module for modular armor

Post by Wyrm » Wed Aug 26, 2015 10:55 pm

That would definitely give you the home-team advantage.

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Re: Local power connector module for modular armor

Post by TuckJohn » Thu Aug 27, 2015 2:58 am

Wyrm wrote:That would definitely give you the home-team advantage.
Oh I didnt think about that; It would make for some interesting PVP strategies.
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Re: Local power connector module for modular armor

Post by Align » Thu Aug 27, 2015 3:43 pm

That's kind of discouraging, sounds prone to stalemates.

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Taping the Grid

Post by lukethanuke » Thu Sep 17, 2015 7:42 pm

Was posted in General. Joined with this thread. :) -- ssilk

A minor quality of life (or maybe more) idea: A Power armor plug that allows the player charge their other power armor modules by standing inside a powered zones influence.

Perhaps a lower level tech that only works if you right click and drain an accumulator.

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Re: Local power connector module for modular armor

Post by bobucles » Fri Sep 18, 2015 2:02 am

Induction chargers are the most realistic choice here as they can wirelessly leech energy from a grid. IMO this is the best choice for making a middle tier power source. The jump from solar to fusion is too great and a middle choice would help a lot.

Charging the grid from a suit is not very useful due to the extremely low output of suit power.

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Re: Local power connector module for modular armor

Post by bobingabout » Mon Sep 21, 2015 12:53 am

bobucles wrote:Running off of batteries is pretty much a wasted effort. A fusion generator will fill up its entire volume worth of batteries in less than a minute. As is, batteries are only good as an emergency buffer for charging shields.
in base game this may be true, but when you consider mods... I think at one point I had batteries so large it would take half an hour or so to fully recharge them with 4 MK4 fusion reactors (4 times as powerful as base game reactor), and the shields and lasers were so power hungry, it could fully depleat those batteries in about 2 minutes... but then you had to pretty much walk through a heavy biter base to not only keep the weapons going constantly, but also have biters and spitters constantly bombarding you to make all those shields draw power too.

of course I tuned all the numbers to make them conform more to the base game format.

as for the original sugestion, yeah, I think the abillity to recharge yourself at some kind of port (like robots recharging at a roboport) should be a valid and viable thing. it would be a very good alternative to solar power before you get a reactor.
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Re: Local power connector module for modular armor

Post by Ranakastrasz » Mon Sep 21, 2015 1:04 am

This is both some self-promotion and a mod that contains, among other things, a power conduit module at low tech level that lets you take power from the power network into your armor, and larger batteries.

I haven't figured out how I might allow you to discharge power into the power network however.
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Re: Local power connector module for modular armor

Post by TuckJohn » Tue Sep 22, 2015 3:20 pm

Align wrote:That's kind of discouraging, sounds prone to stalemates.
You would still have the limit on sheild recharge speed.
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Re: Local power connector module for modular armor

Post by vzybilly » Wed Sep 23, 2015 7:19 pm

I like this idea. I will try to write a mod here in the next hour, might take a week otherwise.
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Re: Local power connector module for modular armor

Post by bobucles » Wed Sep 23, 2015 11:12 pm

I think at one point I had batteries so large it would take half an hour or so to fully recharge them with 4 MK4 fusion reactors (4 times as powerful as base game reactor), and the shields and lasers were so power hungry, it could fully depleat those batteries in about 2 minutes... but then you had to pretty much walk through a heavy biter base to not only keep the weapons going constantly, but also have biters and spitters constantly bombarding you to make all those shields draw power too.
Modded numbers don't really apply here. Anyone can crank X up to 11 and say "well it won't work because eleven". The topic should remain around the base game, and in the base game batteries are incredibly WEAK. They can not sustain a player as an independent power source, and only have moderate use strictly for buffering shields. A power source that requires "docking" will not work if the player suit can not sustain a charge for more than a minute or so.

A player is regularly inside a power grid area, and can choose to remain in one as long as they like. A power source that only activates inside a power grid is perfectly fine. It requires no effort inside the protected area, and only needs careful consideration if the player chooses to leave their base. It is no less a weak point than a power source which only works at daytime.

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Re: Local power connector module for modular armor

Post by ssilk » Thu Sep 24, 2015 9:01 am

I would go so far and remove the power armor solar modules. They are ridiculous. :) Instead of them having a such a charge module. It would enable to put more batteries into the suit which should then fit perfectly to a strategy of going back and forth between a power pole and a biter nest.
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Re: Local power connector module for modular armor

Post by bobingabout » Thu Sep 24, 2015 12:00 pm

ssilk wrote:I would go so far and remove the power armor solar modules. They are ridiculous. :) Instead of them having a such a charge module. It would enable to put more batteries into the suit which should then fit perfectly to a strategy of going back and forth between a power pole and a biter nest.
Exactly.

It would be best used as an early game modular armor charger.
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Re: Local power connector module for modular armor

Post by ssilk » Thu Sep 24, 2015 12:15 pm

Yes.
I think also it should be so, that this charger needs not to be fully in an pole-area, it can work also outside of that area but of course with much less efficiency.

Or - more fun - the very first version of this device adds a "special pole" to the character, that connects like a big pole, if you are near enough to another pole.
He runs around with connected cables. :) Like an aquanaut connected to the compressed air.

Image

That visible feedback would also help to understand, how the device works. And it is also an good lesson for new players, that in the beginning you cannot survive without your factory in background.
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