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Oh well, anyway, what was the community's opinion?
I figure that eventually they're going to make the Cyclops special instead of using the same code for it and the bases, and the power cell chargers will work as you describe, 1:1 or worse due to lossiness. Until then, it's nice to have a Cyclops that doesn't cost 6 copper to go anywhere useful. Charging it from a dock will also be VERY VERY NICE regardless of how the chargers work.
That would have a similar effect to charging the power cells for a net gain, but it would make more practical sense and at least cost some type of resources. Severly limiting the Cyclops' range or tying it to recharging bases doesn't add anything to the gameplay but tedium. You could just keep building a string of recharge bases everywhere you go to cover the game world, but why? It makes perfect sense for a sub to house its own power plant.
If they fixed it, it wouldn't be nearly as bad as people say. You wouldn't need lots of recharging bases all over the place; you could carry spare power cells in the cyclops, and if you didn't want to go back to base to recharge them, you could carry everything you needed to construct a small base in your cyclops.
We just don't think about these things, because there's no reason to right now, but if we had to it would be obvious.