Talk:Power Transmitter/@comment-71.138.92.145-20161114230419/@comment-70.173.216.167-20170404031823

I really don't see how adding the ability to generate power on the cyclops would be game breaking or unbalanced or too easy.

It's not like powering a cyclops is really that hard anyway.

You have that bug\feature\exploit (not sure which) that lets you recharge powercells for less power than they use, so the cyclops can recharge its own batteries forever... for nothing (I think you need the power efficency module, but that thing is free in the Aurora's reactor room anyway).

Even if they change that, power cells are super cheap to make, you can just fill a locker with them and recharge them back at base.

Would it really be so terrible to allow the player to put a nuclear reactor on the cyclops? The solar panel thing I get, that is kinda silly that you used to be able to put them on the cyclops. But a nuke would be fine. You still have to fuel it, which takes Uranium and Lead, which take a reasonable effort to get. Plus you would need to unlock and build the reactor, plus the reactor would take up a lot of space inside the sub which you then couldn't use for other things. And it would make more"IRL" sense. Nuclear powered subs are a REAL thing. Infinite recharging of batteries is not.

Also, being able to hook the cyclops into a Power Transmitter would be fine as well. You could charge it at base without a as yet unimplemented dock. And if people want to build strings of power transmitters all over the place to keep it charged while it is away (not even sure if that would be possible...) those Power Transmitters need resources to build too. They take Gold, which has precious few uses and for some reason is like the 3rd most common resource in the damn game. I have lockers full of Gold, but can't find enough Silver to save my life. It would be nice to have a project like an undersea power line network to use it all on.