TobiusBM's Transcendence Ideas #2 - Energy Enhancer

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TobiusBM
Miner
Miner
Posts: 31
Joined: Fri Oct 23, 2020 11:28 am

Hi all,
I'm TobiusBM and after remembering about this game a week ago (after not playing for 4 years) I have spent the entire week playing through a few times and noting down everything I felt was missing or needed expanding upon.
Please Remember: I have only just got back into the game so I may be missing things - what I suggest might already be implemented in one way or another that I am not aware of or may deliberately not be in the game for balancing or because it does not fit with the story aspect of the game.

I have an idea for two new devices and a bunch of misc. items that would add a new dynamic to the game involving energy-based weapons.

Device #1 - Solar Accelerator : This external solar array would increase the speed, range and damage dealt of any energy-type weapon, proportionally to the amount of solar energy it is receiving. Thus, within very close proximity to a sun, this could enhance the weapon by +50% whilst on the outer edges of a solar system it would provide a few additional percentage points, if at all.

Device #2 - Energy Enhancer : This expansion device can utilize the power of specialist high-output fuel sources to temporarily boost the speed, range and damage dealt of any energy-type weapon. Using the 'E' key, a menu like the 'B' key/ device activate/deactive device menu opens showing all of the compatible power sources you have ; The Enhancer would come in 5 levels which respect the power sources it is compatible with. The power sources could include these ideas the I have come up with:
Level 1 - Hydride-Lithium Power Cell
This would cost around 100 credits, weigh .5 tons and would be available from Eridani to St. K's. The power cell would be single use and be removed from the ships cargo hold once activated, like fuel rods for a reactor. This would be compatible with every level of Energy Enhancer and provides a +15% boost for 30 IRL seconds.
Level 2 - Multiuse Hydride-Lithium Power Cell
This rechargeable version of the Hydride-Lithium High-Output cell would cost around 150-200 credits, weigh 1 ton and would be available from Eridani to St. K's. Although when used it only provide a +10% boost for 25 IRL seconds (less that its lvl 1 counterpart) after use this would become a depleted power cell. This could be recharged at stations for a few credits (10~20) or in the ship for a short period of increased power consumption (less efficient) - repaying itself after a few systems uses. However, this wouldn't be infinitely reusable and after ~20 recharges would become degraded and practically worthless. This power cell would be compatible with all but first level energy enhancers.
Level 2 - Hydrogen-matrix Power Cell
This is an upgraded version of the Hydride-Lithium Power Cell which costs 175-225 credits and weighs 1 ton - it would provide a +15% boost for 45 IRL seconds and is compatible with all but first level energy enhancers.
Level 3 - Plutonium Nuclear Battery
Although heavy (at 3 tons) and potentially dangerous - after a discharge of the Nuclear Battery there is a chance (5%?) of giving you radiation sickness which gives you a green-tinted screen and random blackouts until you reach a friendly station which will provide support OR a ~1% chance of it irradiating your vessel - a Plutonium Nuclear Battery has incredible capacity and discharge rates. Costing 500 credits and being available from RA to * the Nuclear Battery releases a +20% boost for 60 IRL seconds. After use it also has a chance (15%) of becoming radioactive waste - useful for tinker projects. A plutonium nuclear battery can be used by level 3 and up energy enhancers
Level 4 - Hydrogen-matrix array
This connected grid of hydogen-matrix cells can provide a +25% power boost for 60 IRL seconds and weighs much less (2 tons) than a nuclear battery. It costs 1000 credits and can only be purchased from St. K's onwards. After use it has a chance of producing hydrogen-gas (in a barrel, safe for trading or tinker use).
Level 5 - Nuclear Power Pile
To provide enough power to boost an energy-type weapon by +30% for 120 IRL seconds a full nuclear fusion-powered cell array is needed - and that comes at a cost... Nuclear Power Piles are rarely stocked by stations and only become avaliable at all past * - when you can find one they will run you 5000 credits and take up 10 tons of cargo space. The chances of radioactive incidents are 3 times higher when using a power pile compared to a standalone nuclear battery.

The Energy Enhancer comes in 5 levels dictating what power cells it is compatible with. An Enhancer can be upgraded to the next level by Tinkers or they can be traded in for a higher level one at a station.
TobiusBM
Miner
Miner
Posts: 31
Joined: Fri Oct 23, 2020 11:28 am

Hi guys,
I hope you like some of the ideas I have suggested.
Please leave your opinions on my ideas and suggest your own ways of implementing the features - I would love to hear what you think.
TobiusBM
Tiber
Militia Lieutenant
Militia Lieutenant
Posts: 163
Joined: Tue Dec 18, 2018 4:12 pm

tbh, no thnx to all of it.
Using consumables like that would remind me 2mutch of those crappy games who use ingame REAL money (converted) ... bah!
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