Quote from: Texel on March 11, 2017, 02:52:41 PMQuote from: Awe on March 11, 2017, 09:01:49 AM
Many thanks.
A bit easier life at early and mid colony, while mature colonies start to consume a lot of power. Imho weapon and component benches consumption is too high.
It's all balanced around a "4x costs", so in theory, if your using more than 1/4th of the time, it's going to be costlier than vanilla. The vast majority of crafting station's aren't used like that, but you may be right, making a single component will drain out a whole battery and this may be too much. What would be more reasonable? (Given how late game component making is, is it really too crippling?)
At my last game 2x component benches works from early morning to late evening a lot of days in row. Need a hundreds components to make some weapons, implants and, finally, ship to 20 mans colony. Not sure about others, but im rarely build a big solar/wind arrays if i have a 3 geothermals near, like in this game.
So, about running cost - lowering to 3x would be nice.
PS Also, light edition without increased running cost nice too. All this dances around switching unnecessary equipment only for power saving. So no point at increasing running cost. You can do zero power cost at unused equipment and standard power cost at used, just manually. But noone want to do such amounts of micromanagement and peoples come here to look for reasonable ways of resolving this problem. (without ruining balance)