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Secondly, by the same token, how can a geo-magnetic storm discharge every battery on earth?
If not, then thirdly, why don't we find cells and batteries lying around in stores, garages, and houses?
Another suggestion would be to skip charging altogether, along with the flashlight only being useful in that one moment. Just spawn non-reusable batteries around the maps (stores, houses, etc.) like you would with bullets or matches. Then just use the flashlight whenever.
The control over use would be damage to the flashlight which reduces its condition - maybe like 2% per hour of use in normal and 5% per use in high mode. It can be repaired with a tool kit and a scrap metal.
An alternative to this might be to have the flashlight rundown quickly if it is on (and even if it is off) when the aurora ends. Maybe just 1-5 game minutes. That might be more consistent with this "capacity" thing currently in the game for flashlights. Anyway, at least, the player gets warning that the light is going to die real soon. It is really jarring to have the flashlight abruptly die (without warning). Having it dim over 10-15 realtime seconds might help.
ETA: [An observation] I happen to realize an aurora was going to happen so I had my flashlight in hand and waited for the aurora. When it happened, abruptly the lights in Carter came to life and the flashlight was ready to go (full up). So it was not like the flashlight had to charge before use.
I'm not going to haul around an item (extra weight) to only be able to use it once every 5 - 10 nights. Therefore, the flashlight i found is just gathering dust at my base and when I finally get an oppertunity to use it, I'm too far away from base for it to matter anyway. :(
I also have seen the buffer memory computer become inert active but not fully active until the aurora was fully realized and become inert active as the aurora fades.
I don't know if this was just happening because the game was getting a bit cockeyed but hope it doesn't get "fixed".