Thanks for the heads up. These items aren't supposed to be enchantable (that's why there are modules which have the same effects as some enchantments...) I'll have to see what the anvil is doing differently.
This, and the mention of the Thorns enchantment in the post prior to it immediately made me think of some form of "Tesla Shield" that damages attackers by discharging the suit's energy.
Ok so on the To Do list:
Make on the fly configuration
So you mean something like a portable tinker tool that only changes the configuration of things that don't icrease weight?
Right now I'm just working on a system to turn groups of modules on/off with a buttonpress easily. Once that's up and working, we'll see if people need anything more advanced.
Weight is going to be slightly reworked soon as well.
In other news, school is picking up, so this 3-updates-a-day rate is going to slow down significantly for a while.
I have to say, I'm very impressed with this mod already, and I will definitely be using it.
I've noticed few things so far though. I'm using the required dev build of IC2, RedPower, RailCraft, Forestry, NEI, Treecapitator, and IronChest if any of those makes a difference (I know IC2 does).
First, the Power Tool doesn't seem to actually use power to perform its function. I've tried several overclock settings and batteries (both on the tool itself and equipped armors) and power never seems to drain. Power does drain from the armor if I use a standard IC2 electric tool, however, at the expected rate of 50J:1EU. The tool will only work as bare hands if there is no source of power, so there still needs to be a battery installed somewhere, it just doesn't cost anything to operate once it has power.
Second, the Swim Booster seems to be a bit odd. I can move straight forward or backward at the boosted speed, but if I try to swim upward using just the forward key, it's usually barely enough to keep me level. If I stand still and hold the spacebar, I rocket upward in a similar manner to the jetpack but this doesn't work if I'm moving. However, hitting shift to rocket downward does seem to work while moving in other directions. Also, the Swim Booster doesn't work with strafing, but it still drains power for the movement.
Third (and maybe I'm just misunderstanding your patch notes from 0.1.10), I don't think I have any UE mods installed, but all power is displayed in Joules, not EUs. If this is intentional, or if one of the other mods I use is causing this, ignore this point. :-P
Fourth, I was able to break and harvest obsidian blocks with the Tool without installing the Diamond Drill upgrade. I used a fresh tool that had never had the diamond upgrade installed, just the pickaxe module and a battery module, tried various overclock settings.
I think that's everything I've seen so far. Can't wait to see what you have in store for the future of this mod! Love the functionality of the armor, and the customization (functional and cosmetic)!
I have to say, I'm very impressed with this mod already, and I will definitely be using it.
I've noticed few things so far though. I'm using the required dev build of IC2, RedPower, RailCraft, Forestry, NEI, Treecapitator, and IronChest if any of those makes a difference (I know IC2 does).
First, the Power Tool doesn't seem to actually use power to perform its function. I've tried several overclock settings and batteries (both on the tool itself and equipped armors) and power never seems to drain. Power does drain from the armor if I use a standard IC2 electric tool, however, at the expected rate of 50J:1EU. The tool will only work as bare hands if there is no source of power, so there still needs to be a battery installed somewhere, it just doesn't cost anything to operate once it has power.
Second, the Swim Booster seems to be a bit odd. I can move straight forward or backward at the boosted speed, but if I try to swim upward using just the forward key, it's usually barely enough to keep me level. If I stand still and hold the spacebar, I rocket upward in a similar manner to the jetpack but this doesn't work if I'm moving. However, hitting shift to rocket downward does seem to work while moving in other directions. Also, the Swim Booster doesn't work with strafing, but it still drains power for the movement.
Third (and maybe I'm just misunderstanding your patch notes from 0.1.10), I don't think I have any UE mods installed, but all power is displayed in Joules, not EUs. If this is intentional, or if one of the other mods I use is causing this, ignore this point. :-P
Fourth, I was able to break and harvest obsidian blocks with the Tool without installing the Diamond Drill upgrade. I used a fresh tool that had never had the diamond upgrade installed, just the pickaxe module and a battery module, tried various overclock settings.
I think that's everything I've seen so far. Can't wait to see what you have in store for the future of this mod! Love the functionality of the armor, and the customization (functional and cosmetic)!
Swim booster math was a little hasty, I admit. I'll try to get that fixed ASAP.
Confirmed harvesting obsidian without diamond pick upgrade O.o strange. Will look at that also.
Unable to reproduce power not draining, unfortunately. Any more details? I also use this on a server with all of those mods and more, and it doesn't have that issue.
Energy will display in Joules no matter what at the moment. Better EU-friendliness is on the list.
Glad you like what's in it so far hopefully it won't take me too long with all these labs to get the keybinding system together.
Rollback Post to RevisionRollBack
The beauty of a living thing is not the atoms that go into it, but the way those atoms are put together.
Unable to reproduce power not draining, unfortunately. Any more details? I also use this on a server with all of those mods and more, and it doesn't have that issue.
Sorry, bad testing on my part. I figured out what it was, sort of an extension of my tests with obsidian and a lack of thorough testing. The pickaxe module doesn't drain power when mining obsidian, with or without the diamond drill upgrade. Probably part of the same bug. It seems to work fine for other vanilla materials such as stone, I was just being too selective with my tests after noticing it. I did some extra testing and it also doesn't drain power on certain blocks added by mods, such as the new trees (wood blocks) added by Forestry, although it does take into account that the proper module is equipped on the tool and the overclock setting of that module for harvest speed.
It crashes if you put the suit in a IC2 MFE or any other energy storage from IC2.
You need the dev build of IC2 in order to allow the Power Suit to interact with IC2. The current version 1.111 or the standard beta 1.112 will cause crashes.
Sorry, bad testing on my part. I figured out what it was, sort of an extension of my tests with obsidian and a lack of thorough testing. The pickaxe module doesn't drain power when mining obsidian, with or without the diamond drill upgrade. Probably part of the same bug. It seems to work fine for other vanilla materials such as stone, I was just being too selective with my tests after noticing it. I did some extra testing and it also doesn't drain power on certain blocks added by mods, such as the new trees (wood blocks) added by Forestry, although it does take into account that the proper module is equipped on the tool and the overclock setting of that module for harvest speed.
Ah! That explains it, and also helps me find the bug with the obsidian. Thanks much
First, I just wanna say that I love this mod! I have played with all kinds of mods for the past couple of years, and I really couldn't stay way from tech type mods. I really like the idea of this mod, because the inflexibility of other mods powered suits never really appealed to me.
I do have a few ideas (some of these are very random xD):
-Armor based extra inventory. make it so that hitting a key on your keyboard opens up a chest of various sizes depending on how you configured it. this could also open up other options such as storage for any ammo, potions, food, batteries, etc.
-add advanced harvesting techniques to the tool, like bonemeal, tilling lots of land, harvesting a lot at once, etc.
-increased stealth would be awesome too.
-point and click teleport
-the ability to teleport to IC teleporters.
-for the weapons, a handheld rocket launcher would be awesome. you could store rockets in the above mentioned inventory.
-EMP protection, and/or handeheld EMP
-portable charging station. a block, or model, or tile, or whatever really, that lets you quickly charge your suit from battery power.
-an armor stand that functions as a charger.
-auto smelting when mining. (a block you mine drops its smelted form)
-quick changing of suits. for example, you have an item in on your hotbar that let switches out one suit for another when clicked.
IDK, like I said, very random ideas.
but anyways, great mod!
EDIT:
Oh, i almost forgot to suggest extended reach for breaking and placing blocks.
ok, figured it out, it was because I changed the armor material to 'cloth' in order to take advantage of the dye system. I knew that would break something
1) Armor should no longer be enchantable
2) Obsidian is no longer harvestable without the upgrade. It can still be broken as if punching stone, but nothing drops and it takes much longer.
3) New tinker table model c/o resident artist Sebk!
4) New build system...it's a bit experimental so bear with me n.n' but if it works it should be a lot smoother and keep all the versions up to date and everything.
First, I just wanna say that I love this mod! I have played with all kinds of mods for the past couple of years, and I really couldn't stay way from tech type mods. I really like the idea of this mod, because the inflexibility of other mods powered suits never really appealed to me.
I do have a few ideas (some of these are very random xD):
-Armor based extra inventory. make it so that hitting a key on your keyboard opens up a chest of various sizes depending on how you configured it. this could also open up other options such as storage for any ammo, potions, food, batteries, etc.
This will happen eventually, but in the meantime, IC2's charging pads work, and PowerCrystals's newest PowerConverters mod (not sure if it's out yet) has a charging pad which accepts Buildcraft, IC2, UE, and Steam energy.
-quick changing of suits. for example, you have an item in on your hotbar that let switches out one suit for another when clicked.
I'd rather make it so that people don't feel the need to carry more than one suit around. One of the goals of this mod is to reduce inventory clutter from all the tools and special armor items (logistics goggles and thaumcraft goggles for example).
IDK, like I said, very random ideas.
but anyways, great mod!
EDIT:
Oh, i almost forgot to suggest extended reach for breaking and placing blocks.
Some of the weapons will be able to break blocks at range. I'd also like to implement some kind of block 'sprayer', similar to IC2's construction foam sprayer.
Hey, may I suggest a aqua vision type module for the helmet, so you can see better underwater? I would also reccomend tinted visor colors thanks for reading.
Just recently started using your mod, and quickly becoming a must have, love the ideas and my son has fallen in love with it. I do have a few ideas. Would it be possible to have animations for the flight using playerapi much like smart moving does?
it would be neat to have some form of particle effect in flight, flame style thrust and perhaps wind sheer when gliding, adding in with this it would be great if when the wings are added, they show on the back of the armor, same could be said for the parachute and thrusters which really the chestplate is the only thing I see that could use visuals of what modules are added in unless the idea of icbm style rocket launcher gets added.. then a "War-Machine" look would be... well yea
Side note, the idea about increased stealth I would assume could be pulled off by just adding the invisibility buff rather than needing to delve into the inner workings of the player api. Same deal for the underwater vision suggestion, night vision would accomplish the same goal
aright, so i'm a bit confused as to what exactly the "weight" does
it just makes it harder to fly right?
I'm sure MachineMuse will give a more exact answer, but from what I've seen everything over 25kg slows down all movement proportionately, including normal walk/sprint speed, flight, and everything else. The more overburdened you are, the greater the effect.
I know there was talk on the IC2 forum thread for this mod about balancing the energy usage. I haven't really tried to figure out the power consumption of the movement boosts against the IC2 quantum armor and jetpack, but regarding the Tool and general storage I have some more finite numbers. The diamond drill from IC2 uses 80 EU (the regular drill and chainsaw are 50 EU but not as fast), and at the current rate of 50J:1EU, that's 4000J, 4 times the amount of energy used by the 2000% Tool for roughly the same harvest speed. If you do intend to use a non-linear power conversion, maybe leave the current 200% at 10J and scale up to 2000% at 4KJ?
Regarding storage, an HV battery with maximum storage capacity is 5MJ, which is equivalent to 100,000 EU, a fair improvement over the IC2 batpack's 60,000. The maximum amount of energy you can store without going over the point of overburdening the character is 12.5MJ, equivalent to 250,000 EU, just a bit short of the IC2 lappack's 300,000. This seems fairly reasonable to me, since the tradeoff is that the full Power Suit combines that storage with a large range of functionality and defense.
I'll do some more testing with the various power usages and see if I can find some other comparisons, then edit this post.
Edit 1: Sprint assist
The IC2 Quantum armor sprint assist, which according to the IC2 wiki is roughly equivalent to a 340% speed multiplier, uses about 250 EU per meter, or 12.5kJ. Tested this by sprinting in a 20-block-long trench and observing power lost (5000 EU total each time). The Power Suit sprint multiplier of 300% is 5J per block. Rather than compare energy used between modules, it makes more sense to compare their total possible usage against their storage capabilities. The IC2 Quantum sprint assist would be able to sprint about 4000 meters before being completely drained. The Power Suit with 5MJ of storage would be able to sprint about 1000000 meters (if the exhaustion modifier is not used) before being drained. I'm using 5MJ and not 12.5MJ for these comparisons because unlike the Quantum armor, the Power Suit will also be performing the functions of jetpack and tool recharge.
Edit 2: Jetpack
This one is a bit harder to work out the comparison, but here's a general idea. I placed a block in the air so that i would rise a total of 30 blocks before hitting it, then timed the flight time. The IC2 electric jetpack (not in hover mode) hit the block at almost exactly 2 seconds at the cost of about 350 EU for a flight cost of 175 EU per second, equivalent to 8.75kJ/s. With the energy storage of the jetpack, total flight time would be about 171.5 seconds. The Power Suit jetpack (not jet boots) took about 2.5 seconds to rise 30 blocks at the cost of 150J/s. With 5MJ of storage, the total flight time would be 33333.33etc. seconds.
Edit 3: Jump assist
The IC2 Quantum armor jump assist costs no energy (although it probably should) and allows the user to jump to the top of a 5-block-tall structure. The Power Suit jump assist at max capability allows the user to jump to the top of a 12-block-tall structure, and the cost is extremely low. No power usage by the IC2 Quantum armor means no comparison of value can really be made. As an interesting side-note, since the IC2 jump assist is on the boots while Power Suit is on the legs, the 2 effects can be combined to jump rather high.
Edit 4: Shock absorption
The IC2 Quantum armor costs 900 EU per block fallen beyond the normal safe fall distance, equivalent to 45kJ per block. With the full energy capacity of the boots, this allows the negation of 1111 blocks worth of fall damage. The Power Suit cost is 1J per block. With 5MJ worth of power, this allows the negation of 5 million blocks worth of fall damage.
Edit 5: Water breathing
The IC2 Quantum armor costs 1000 EU, or 50kJ, to replenish breath while underwater. At full power storage, the Quantum helmet would allow 1000 breath recharges. The Power Suit costs 1kJ for the same effect. At 5MJ power storage, the Power Suit helmet would allow 5000 breath recharges.
Edit 6: Damage protection
The IC2 Quantum armor uses 30 EU per damage point, or 1.5kJ, and can protect against 100% of all damage if enough energy remains to absorb it all if you have the entire set equipped. Each piece of Quantum armor can absorb 33333.33etc. damage. The Power Suit energy shield costs 500J per damage point, and can protect against up to 96% of all damage. If each piece was given 5MJ of storage (not really a good idea as this would create a significant burden) then each piece could absorb 10000 damage.
So in the end, 5MJ of Power Suit will last longer than Quantum Armor or IC2 Jetpack for any single function other than combat damage. However, the Power Suit is limited to 12.5MJ of total storage before speed penalties rather than the 20MJ you could gain from max elite batteries in every piece and uses a central power pool, while the Quantum Armor and IC2 Jetpack compartmentalize their energy storage. For example, water breathing with the IC2 Quantum helmet has no effect on how long you can fly with the IC2 Jetpack, but water breathing with the Power Suit means you have to sacrifice some flight time. Add to this the Power Suit also acts as a battery for the various electric tools and the comparison becomes more complex. I think it ends up being a fair tradeoff in terms of how long each armor lasts. What might be viewed as more problematic is the fact that the Power Suit uses significantly less power to perform the same function in every case.
^Awesome, thanks for the detailed comparison. Now your post can be a quick-reference guide when I get around to that part Currently my priority list is something like this:
1) Implement a few weapon modules - at the very least a punch assist thing and a 'charge beam' which act roughly like a sword and a bow respectively. Possibly also a few others that people have been asking for (like night vision and invisibility).
2) Rebalance weight system - add base weights to every module and make it so more than one of a module can be installed. Also probably have the weight penalty scale off (75 + armor weight)/100 rather than the current armor weight / 25, to represent the player's own body mass.
3) Rebalance energy costs (since these will be offset by the new weights). This is currently a huge pain because the base UE Joules-to-IC2 EU ratio is 50 (or maybe 40). It's configurable, and a lot of IC2 users seem to be changing it to a 1:1 ratio to make it more sensible to them, but of course if a server has both UE andIC2 installed, this opens up the exploit of using two different conversion ratios to pull a profit.
4) Start fiddling with Renderplayer API and getting custom animations and stuff going
As for what weight does: if greater than 25, it multiplies your horizontal movement as well as upwards thrust (from jetpack, jetboots, and jump assist) by 25/weight. So at 30kg, you're moving at 5/6 speed and need 20% more thrust to reach the same height.
When you get into weapons, would you mind adding some kind of sonic/kinetic cannon? Sometimes, I don't feel like fighting, and just want to get mobs out of my way (especially true with wolves and pigmen, where they attack in packs). So, something that just pushes mob and players around, and doesn't count as an attack, would be handy (actually, pulling mobs, like a fishing rod can, would be handy too).
Basically, I'm thinking some kind of "force wave" you project to clear an area in front of you (and maybe deflect Ghast shots) and some kind of energy whip ala Samus Aran to pull mobs (and maybe items) to you.
This, and the mention of the Thorns enchantment in the post prior to it immediately made me think of some form of "Tesla Shield" that damages attackers by discharging the suit's energy.
Right now I'm just working on a system to turn groups of modules on/off with a buttonpress easily. Once that's up and working, we'll see if people need anything more advanced.
Weight is going to be slightly reworked soon as well.
In other news, school is picking up, so this 3-updates-a-day rate is going to slow down significantly for a while.
I've noticed few things so far though. I'm using the required dev build of IC2, RedPower, RailCraft, Forestry, NEI, Treecapitator, and IronChest if any of those makes a difference (I know IC2 does).
First, the Power Tool doesn't seem to actually use power to perform its function. I've tried several overclock settings and batteries (both on the tool itself and equipped armors) and power never seems to drain. Power does drain from the armor if I use a standard IC2 electric tool, however, at the expected rate of 50J:1EU. The tool will only work as bare hands if there is no source of power, so there still needs to be a battery installed somewhere, it just doesn't cost anything to operate once it has power.
Second, the Swim Booster seems to be a bit odd. I can move straight forward or backward at the boosted speed, but if I try to swim upward using just the forward key, it's usually barely enough to keep me level. If I stand still and hold the spacebar, I rocket upward in a similar manner to the jetpack but this doesn't work if I'm moving. However, hitting shift to rocket downward does seem to work while moving in other directions. Also, the Swim Booster doesn't work with strafing, but it still drains power for the movement.
Third (and maybe I'm just misunderstanding your patch notes from 0.1.10), I don't think I have any UE mods installed, but all power is displayed in Joules, not EUs. If this is intentional, or if one of the other mods I use is causing this, ignore this point. :-P
Fourth, I was able to break and harvest obsidian blocks with the Tool without installing the Diamond Drill upgrade. I used a fresh tool that had never had the diamond upgrade installed, just the pickaxe module and a battery module, tried various overclock settings.
I think that's everything I've seen so far. Can't wait to see what you have in store for the future of this mod! Love the functionality of the armor, and the customization (functional and cosmetic)!
Swim booster math was a little hasty, I admit. I'll try to get that fixed ASAP.
Confirmed harvesting obsidian without diamond pick upgrade O.o strange. Will look at that also.
Unable to reproduce power not draining, unfortunately. Any more details? I also use this on a server with all of those mods and more, and it doesn't have that issue.
Energy will display in Joules no matter what at the moment. Better EU-friendliness is on the list.
Glad you like what's in it so far
Sorry, bad testing on my part. I figured out what it was, sort of an extension of my tests with obsidian and a lack of thorough testing. The pickaxe module doesn't drain power when mining obsidian, with or without the diamond drill upgrade. Probably part of the same bug. It seems to work fine for other vanilla materials such as stone, I was just being too selective with my tests after noticing it. I did some extra testing and it also doesn't drain power on certain blocks added by mods, such as the new trees (wood blocks) added by Forestry, although it does take into account that the proper module is equipped on the tool and the overclock setting of that module for harvest speed.
You need the dev build of IC2 in order to allow the Power Suit to interact with IC2. The current version 1.111 or the standard beta 1.112 will cause crashes.
Ah! That explains it, and also helps me find the bug with the obsidian. Thanks much
1) get better at reading
2) crashlog or it didn't happen
I do have a few ideas (some of these are very random xD):
-Armor based extra inventory. make it so that hitting a key on your keyboard opens up a chest of various sizes depending on how you configured it. this could also open up other options such as storage for any ammo, potions, food, batteries, etc.
-add advanced harvesting techniques to the tool, like bonemeal, tilling lots of land, harvesting a lot at once, etc.
-increased stealth would be awesome too.
-point and click teleport
-the ability to teleport to IC teleporters.
-for the weapons, a handheld rocket launcher would be awesome.
-EMP protection, and/or handeheld EMP
-portable charging station. a block, or model, or tile, or whatever really, that lets you quickly charge your suit from battery power.
-an armor stand that functions as a charger.
-auto smelting when mining. (a block you mine drops its smelted form)
-quick changing of suits. for example, you have an item in on your hotbar that let switches out one suit for another when clicked.
IDK, like I said, very random ideas.
but anyways, great mod!
EDIT:
Oh, i almost forgot to suggest extended reach for breaking and placing blocks.
1) Armor should no longer be enchantable
2) Obsidian is no longer harvestable without the upgrade. It can still be broken as if punching stone, but nothing drops and it takes much longer.
3) New tinker table model c/o resident artist Sebk!
4) New build system...it's a bit experimental so bear with me n.n' but if it works it should be a lot smoother and keep all the versions up to date and everything.
This will probably happen.
This too.
This might or might not. I might have to delve into mob AI which I don't want to get into yet.
Some kind of blink drive is in the works.
Might be possible, depending. Would require me to delve into IC2's code and would probably result in some inefficiencies due to using reflection.
A rocket launcher module which works like the rocket launcher in ICBMs is in demand
The way EMP currently works, it only affects tile entities, so I would have to get Calclavia to add an interface for it to affect items.
I'd rather just let you stuff batteries in your pack.
This will happen eventually, but in the meantime, IC2's charging pads work, and PowerCrystals's newest PowerConverters mod (not sure if it's out yet) has a charging pad which accepts Buildcraft, IC2, UE, and Steam energy.
Fire weapon will do this.
I'd rather make it so that people don't feel the need to carry more than one suit around. One of the goals of this mod is to reduce inventory clutter from all the tools and special armor items (logistics goggles and thaumcraft goggles for example).
Some of the weapons will be able to break blocks at range. I'd also like to implement some kind of block 'sprayer', similar to IC2's construction foam sprayer.
Ketchup is jelly!
Ketchup is jelly!
it would be neat to have some form of particle effect in flight, flame style thrust and perhaps wind sheer when gliding, adding in with this it would be great if when the wings are added, they show on the back of the armor, same could be said for the parachute and thrusters which really the chestplate is the only thing I see that could use visuals of what modules are added in unless the idea of icbm style rocket launcher gets added.. then a "War-Machine" look would be... well yea
Side note, the idea about increased stealth I would assume could be pulled off by just adding the invisibility buff rather than needing to delve into the inner workings of the player api. Same deal for the underwater vision suggestion, night vision would accomplish the same goal
it just makes it harder to fly right?
I'm sure MachineMuse will give a more exact answer, but from what I've seen everything over 25kg slows down all movement proportionately, including normal walk/sprint speed, flight, and everything else. The more overburdened you are, the greater the effect.
I know there was talk on the IC2 forum thread for this mod about balancing the energy usage. I haven't really tried to figure out the power consumption of the movement boosts against the IC2 quantum armor and jetpack, but regarding the Tool and general storage I have some more finite numbers. The diamond drill from IC2 uses 80 EU (the regular drill and chainsaw are 50 EU but not as fast), and at the current rate of 50J:1EU, that's 4000J, 4 times the amount of energy used by the 2000% Tool for roughly the same harvest speed. If you do intend to use a non-linear power conversion, maybe leave the current 200% at 10J and scale up to 2000% at 4KJ?
Regarding storage, an HV battery with maximum storage capacity is 5MJ, which is equivalent to 100,000 EU, a fair improvement over the IC2 batpack's 60,000. The maximum amount of energy you can store without going over the point of overburdening the character is 12.5MJ, equivalent to 250,000 EU, just a bit short of the IC2 lappack's 300,000. This seems fairly reasonable to me, since the tradeoff is that the full Power Suit combines that storage with a large range of functionality and defense.
I'll do some more testing with the various power usages and see if I can find some other comparisons, then edit this post.
Edit 1: Sprint assist
The IC2 Quantum armor sprint assist, which according to the IC2 wiki is roughly equivalent to a 340% speed multiplier, uses about 250 EU per meter, or 12.5kJ. Tested this by sprinting in a 20-block-long trench and observing power lost (5000 EU total each time). The Power Suit sprint multiplier of 300% is 5J per block. Rather than compare energy used between modules, it makes more sense to compare their total possible usage against their storage capabilities. The IC2 Quantum sprint assist would be able to sprint about 4000 meters before being completely drained. The Power Suit with 5MJ of storage would be able to sprint about 1000000 meters (if the exhaustion modifier is not used) before being drained. I'm using 5MJ and not 12.5MJ for these comparisons because unlike the Quantum armor, the Power Suit will also be performing the functions of jetpack and tool recharge.
Edit 2: Jetpack
This one is a bit harder to work out the comparison, but here's a general idea. I placed a block in the air so that i would rise a total of 30 blocks before hitting it, then timed the flight time. The IC2 electric jetpack (not in hover mode) hit the block at almost exactly 2 seconds at the cost of about 350 EU for a flight cost of 175 EU per second, equivalent to 8.75kJ/s. With the energy storage of the jetpack, total flight time would be about 171.5 seconds. The Power Suit jetpack (not jet boots) took about 2.5 seconds to rise 30 blocks at the cost of 150J/s. With 5MJ of storage, the total flight time would be 33333.33etc. seconds.
Edit 3: Jump assist
The IC2 Quantum armor jump assist costs no energy (although it probably should) and allows the user to jump to the top of a 5-block-tall structure. The Power Suit jump assist at max capability allows the user to jump to the top of a 12-block-tall structure, and the cost is extremely low. No power usage by the IC2 Quantum armor means no comparison of value can really be made. As an interesting side-note, since the IC2 jump assist is on the boots while Power Suit is on the legs, the 2 effects can be combined to jump rather high.
Edit 4: Shock absorption
The IC2 Quantum armor costs 900 EU per block fallen beyond the normal safe fall distance, equivalent to 45kJ per block. With the full energy capacity of the boots, this allows the negation of 1111 blocks worth of fall damage. The Power Suit cost is 1J per block. With 5MJ worth of power, this allows the negation of 5 million blocks worth of fall damage.
Edit 5: Water breathing
The IC2 Quantum armor costs 1000 EU, or 50kJ, to replenish breath while underwater. At full power storage, the Quantum helmet would allow 1000 breath recharges. The Power Suit costs 1kJ for the same effect. At 5MJ power storage, the Power Suit helmet would allow 5000 breath recharges.
Edit 6: Damage protection
The IC2 Quantum armor uses 30 EU per damage point, or 1.5kJ, and can protect against 100% of all damage if enough energy remains to absorb it all if you have the entire set equipped. Each piece of Quantum armor can absorb 33333.33etc. damage. The Power Suit energy shield costs 500J per damage point, and can protect against up to 96% of all damage. If each piece was given 5MJ of storage (not really a good idea as this would create a significant burden) then each piece could absorb 10000 damage.
So in the end, 5MJ of Power Suit will last longer than Quantum Armor or IC2 Jetpack for any single function other than combat damage. However, the Power Suit is limited to 12.5MJ of total storage before speed penalties rather than the 20MJ you could gain from max elite batteries in every piece and uses a central power pool, while the Quantum Armor and IC2 Jetpack compartmentalize their energy storage. For example, water breathing with the IC2 Quantum helmet has no effect on how long you can fly with the IC2 Jetpack, but water breathing with the Power Suit means you have to sacrifice some flight time. Add to this the Power Suit also acts as a battery for the various electric tools and the comparison becomes more complex. I think it ends up being a fair tradeoff in terms of how long each armor lasts. What might be viewed as more problematic is the fact that the Power Suit uses significantly less power to perform the same function in every case.
1) Implement a few weapon modules - at the very least a punch assist thing and a 'charge beam' which act roughly like a sword and a bow respectively. Possibly also a few others that people have been asking for (like night vision and invisibility).
2) Rebalance weight system - add base weights to every module and make it so more than one of a module can be installed. Also probably have the weight penalty scale off (75 + armor weight)/100 rather than the current armor weight / 25, to represent the player's own body mass.
3) Rebalance energy costs (since these will be offset by the new weights). This is currently a huge pain because the base UE Joules-to-IC2 EU ratio is 50 (or maybe 40). It's configurable, and a lot of IC2 users seem to be changing it to a 1:1 ratio to make it more sensible to them, but of course if a server has both UE andIC2 installed, this opens up the exploit of using two different conversion ratios to pull a profit.
4) Start fiddling with Renderplayer API and getting custom animations and stuff going
As for what weight does: if greater than 25, it multiplies your horizontal movement as well as upwards thrust (from jetpack, jetboots, and jump assist) by 25/weight. So at 30kg, you're moving at 5/6 speed and need 20% more thrust to reach the same height.
Basically, I'm thinking some kind of "force wave" you project to clear an area in front of you (and maybe deflect Ghast shots) and some kind of energy whip ala Samus Aran to pull mobs (and maybe items) to you.