Whatever you decide on for power consumption it should be based on a unit * distance model. ie 5 watts * distance traveled in squares per unit.
Yep, it's absolutely clear. =)
I also think of adding one more feature to the Telelogistics: Teleproviders (or Beacons?) can provide a player with requested items, if a player has Personal Teleporter equipped. This feature would be great (imho) when using with my Blueprint Items Request mod, which has now got a new feature (not yet released): gui button for requesting all items needed to finish building a blueprint (those items mentioned in alert). The last mod already provides an ability to autorequest all items needed for a blueprint in player's cursor.
EDIT: I've got a point in my TODOs "Telelogistics balance: Beacons spent energy to collect items from Teleproviders. Energy is being spent per each item teleported and depends on distance [and item complexity]". Not sure about the last one. Trying to figure out a formula. IMHO the cost dependency on distance should be logarithmic, not a linear.
Now I'm testing the next variant:
Cost = 10^(1+ dist/100), 10 is base, 100 is degree divider.
Beacon's buffer is 300 MJ, charge rate is 5 MJ/s.
Costs are:
You can use my calculation to test.