Talk:Power Transmitter/@comment-71.138.92.145-20161114230419/@comment-30939760-20170103205244

That's why I suggested making it a module that you might have to work a bit for. The point is having a steep initial investment play period is fine, but then leveling it off to lean more back on exploration and survival. Having to waste time with constantly recharging batteries on something like the Cyclops isn't 'easy', it's good game quality of life. It's no different than using the moonpool to recharge the seamoth/prawn, or having the modules that recharge those vehicles under special conditions. The cyclops needs something like that too for the long run.

I remember seeing a discussion forum about how Subnautica veteran users were driving up the difficulty curve because they knew where everything was and how it worked and were consistently driving for harder or more punishing situations (such as needed parts being out of common reach or in unusual places), which drives off non established/non-hardcore players. There needs to be a balance of 'can just lazily survive' vs ''MWUAHAHAHA SUFFER AND DIE FOREVER WITH THE SEAGLIDE UNLESS YOU'RE PRESCIENT'