Exosuit generator power production change and efficiency decrease #3410
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
About The Pull Request
This change increases the power produced by exosuit generators twenty-fold. It also reflavors the description of the generators. This change also decreases the maximum fuel that each generator can hold, to the point where the standard plasma generator functions for only a minute, maximum, when fully fueled. The exonuclear reactor only functions for slightly longer than this.
Why It's Good For The Game
Exosuit reactors are very slow, with regards to powering equipment. This change should make them more useful, both in combat, and out of combat. This change is meant to make them work more like the battery module present in FTL, which gives you an energy boost, but only for a very limited time.
Changelog
🆑
balance: rebalanced exosuit generators to produce more power, at the expense of longevity and total energy production
/:cl: