Batteries

By Adam Naylor ·

TML message #3845From bundle 317All messages with this subject

This may sound stupid coming from a novice but .......

When I was wondering through the referee's manual, it stated under energy (?)
tech 9 that super conductors came into being . With this in mind I looked at
the batteries and thought well this sux . This is mainly cause in mines they
use ore carts powered by batteries . They work continously for 8 hours, and
consist of about 10 ore carts driven by a battery power source . These things
are moving nearly all the time, with a huge load of ore (Each ore cart carry's
about a ton) . They would move (on rails abeit) a good 20-30 kms an hour .
They have approxiamtly 36 car batteries on racks in the driving car . At the
end of the day they simply just recharge them .

With this in mind I made the following adjustments for batteries that worked
very well . Batteries tech 9 plus had their power increased by tenfold, and
their original price divided by 100 .

I then and went and mucked around with vehicles and came out with a small
4 seater battery powered car (tech 9) for around about 12,000 credits .

The rules I use with batteries are that for every 'hour' of the battery used,
it must be recharged for an hour . So this means no battery powered starships,
but small battery cars, that could be used for 8 hours (from my design), then
hooked up to the garage generator during the night to be fully ready the next
day . It also ment, at tech 15, that a beam laser, for the space of roughly
3.5 kliters, could have enough battery power for an hour (5 combat turns) for
the weapons, for around about 500,000 credits .

Well I guess you should congratulate me, I just solved the worlds pollution
problem <grin> . Provided superconductors come in soon .

(If anyone is interested in seeing my designes for the car and for a starport
tender (ie grav based golf buggy, powered by batteries, used by starport main
trenance) I am willing to sent them in .

Well thats about it .....

Edmund