Batteries cause some annoying bug issues that makes them inconvienent to slot and if it were an easy fix then we wouldn't have needed the loadout workaround for space configs. As a consumable they're also the bane of a RPG conservationalist mind.
I've planned a way around this with "Battery Holders(tech name goes here)".
- The holders sit in the device slot and pull batteries from inventory.
- It chooses which battery to pull from first based on which is closest to top left cornor and then works from left-to-right and then down.
- Holders will have a power type like normal batteries they provide a boost too(weapons, shields, engine, aux).
- Holders could(possible-planning phase) take any type of common quality battery and "convert"(consume) them to the type of power they provide.(this is nice for mobs who favor dropping random batteries)
- If a holder consumes a superior battery then the same buffs are applied.
- If no batteries are present in inventory a holder can still provide a small boost when activated.
- There could be different quality types with the basic ones coming from dil store, the advanced ones(that give more buffs) coming from lockboxes, and the elites coming from lobi.
Comments
Some favourites...
Reactive Armor Catalysts or Hull Patch
Energy Amplifier (also comes in exotic and kinetic and they're all craftable)
Deuterium Surplus
Temporal Negotiator
Kobayashi Maru Transponder