Exam Room 17: siphon power and shut off heater?

5 posts / 0 new
Last post
#1
Exam Room 17: siphon power and shut off heater?

Ever since the introduction of electric charges, I've always wondered why Philip with Electrical can't juice his batteries with the artificial light. After all, he did fix it.

Can an option to shut off the heater for those sweltering summer days be made?

Dualists: one soul, two bodies. dualists.wordpress.com

I always wondered that too... if Mr Kindred is gonna be a fixer uper of a place he may as well go all the way and create a charge producer

I actually like this idea.
More uses for electrician is always something I enjoy seeing, and it makes sense realistically.

I worry about it possibly being considered OP, I know that DMC has the same thing, but DMC also has a pretty wide area around it that has been looted clean....making it a less than optimal spot to camp out.

Cryo facility on the other hand, is quite close to some very good loot spots. Meaning you can recharge, go to these loot spots and pull back within a day. Which could be OP.

-----------------------------------------------------------------------------------------------------------------------------------------------
I am become death; destroyer of worlds.

On the topic of expanding Electrical's utility, what's the current reason for getting full moves from urban hexes at night? If power is involved, surely Philip could get juice from them, too? If not, the spots should reduce moves like all other non-powered hexes. Their visibility on the map might need to be adjusted so that they're hidden if out of normal daytime sight.

Dualists: one soul, two bodies. dualists.wordpress.com

The ability to shut off the heater is actually a good idea. It also sounds easy enough to implement it in a mod too.

Pew pew pew!