Suggestion: Redesign the battery system and mechanics, implementing lifespan cycles with recharge counters or indicators, showing the maximum number of recharges possible for each type of battery in the game, and adjusting the operation to have a gradual loss of autonomy as recharge cycles progress.
Batteries in Occupy Mars have unlimited use, and once produced, there is no need to produce new ones. However, in real life, batteries suffer natural wear and tear from continuous use, gradually losing autonomy as they reach the end of their lifespan. In the game, this loss of autonomy could be gradual, starting at 40% of their lifespan, with a gradual decrease of 20% autonomy until reaching 80% of their lifespan, then reaching zero autonomy when 100% of the battery's lifespan is used, requiring the player to periodically produce replacement batteries.
Example - (Number of Recharges / Autonomy)
0/15 = 100%
6/15 = 80%
9/15 = 60%
12/15 = 40%
15/15 = 0%
With this, it would also be possible to diversify the types of batteries available, adding and adjusting technologies in the electrical tree to adapt to this new standard. The lifespan of the batteries could be determined by (type of use + estimated frequency of use + ease of meeting demand), while the autonomy would be a proportional balance between (physical size of the battery + need to be met + number of batteries), also considering variations in autonomy when applying several batteries with different durabilities for the case of the heavy suit and astromobile.
Example – (Lifespan / Battery Type)
15 recharges = Suits
15 recharges = Off-road vehicles
20 recharges = Heavy vehicles
20 recharges = Spotty
40 recharges = Batteries for bases and structures
Batteries, when manufactured, could not come pre-charged and would require adjustments to the durability calculations to allow for possible partial recharges.
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