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Power Grids on Planets |
AdmBito Grand Admiral Sundered Weimeriners
Joined: October 04, 2002 Posts: 1249 From: Its hard out here for a pimp
| Posted: 2003-11-18 00:51  
We all know that building a fusion generator or solar generator on a planet powers a set and specific set of buildings. What would be nice, and what is the topic of this post is the inclusion of a type of colored grid that shows which generator is powering which buildings. Or, if that would seem a bit unwieldy, number the generators starting at (1) and so on with a corresponding number on each building that the generator powers.
Things this would do for the mechanics of the game:
- Allow for more strategic placement of fusions generators, which should have a larger role with the implementation of rotating planets.
- Allow bombers to better surgically strike a planet without completely killing it.
This way, it won't be a crapshoot everytime you try to turn a shield generator off and end up turn off your interdictor base at the wrong time.
*edit* stupid bullets......
Attack? I'm too pretty for that...
[ This Message was edited by: AdmBito on 2003-11-18 00:54 ]
[ This Message was edited by: AdmBito on 2003-11-18 00:55 ]
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DOM700 [-IMO-] Fleet Admiral
Joined: July 26, 2001 Posts: 3175 From: Eckental, Germany, Sol-System
| Posted: 2003-11-18 08:44  
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On 2003-11-18 00:51, AdmBito wrote:
*edit* stupid bullets......
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You have been shot?
_________________ If the buildings on your planets disappear, guess who was there....
Never forget what you fight for
I have earned my betatester badge for being part of the open beta
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Pope Fleet Admiral
Joined: June 11, 2002 Posts: 2449 From: World of tomorrow
| Posted: 2003-11-18 09:04  
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On 2003-11-18 00:51, AdmBito wrote:
We all know that building a fusion generator or solar generator on a planet powers a set and specific set of buildings.
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No?
Thats not true..
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2003-11-18 11:02  
From my experience the stuctures on a planet are staffed and powered in the order that they were constructed. And draw from the total power pool, not any speciic source. Much like the national grid in the UK or the equivalent in other countries. And turning of a specific sheild gen isn't exactly that difficult, unless of course you dont have any population of power in which case you do end up switching off everything that isnt needed until the one you want gets power or staff, and then reactivating those other buildings.
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2003-11-18 11:22  
I do see your point.
Perhaps an alternate system?
Maybe, if the planet had an automatic priority list (something that would exist in the background). It would shut down power to structures according to this list. Structures that supply things to keep population alive (food and housing) would be last on the list.
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2003-11-18 11:52  
Suggested priority list for power requirements(from most important to least important):-
Dome
Hydrofarm
Shield Generator
Defense Base
Sensor Base
Fighter Base
AntiSensor Base
Shipyard
Depot
Starport
Mine
Factory
And anything I forgot...
Suggested Personel priority list:-
Power Facility
Hydrofarm
Defense Base
Shield Generator
Sensor Base
Fighter Base
Antisensor Base
Shipyard
Depot
Starport
Mine
Factory
Anything else
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2003-11-18 12:05  
Add to top of priority list for power:
Colony Hub
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2003-11-18 12:29  
Why? A hub powers itself, no requirements there...
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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AdmBito Grand Admiral Sundered Weimeriners
Joined: October 04, 2002 Posts: 1249 From: Its hard out here for a pimp
| Posted: 2003-11-18 14:35  
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On 2003-11-18 09:04, Kamikaze Baron von Richthofen wrote:
Quote:
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On 2003-11-18 00:51, AdmBito wrote:
We all know that building a fusion generator or solar generator on a planet powers a set and specific set of buildings.
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No?
Thats not true..
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Not what I meant....sorry. When you build the generator, it will power the buildings that are built sequentially after it, until the power reserves are all used up. Sorry for the mix up.
And no, I haven't been shot, I'm just retarded when it comes to putting bullets in posts...
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Puppies gotta die, too.
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Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2003-11-19 10:35  
FYI.... I serisouly considered a power grid for planets when I implemented power and such for the planets. However, we previously had a much more complex planet system (i.e. taxes) which was just too complex, so the entire ideal was to make things more simple.
The power grid concept may be too complex, and I think most people would rather not worry about the power configuration of a planet.... although I could be wrong.
-Richard
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Koda Marshal Fatal Squadron
Joined: August 29, 2002 Posts: 1384
| Posted: 2003-11-19 11:30  
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On 2003-11-19 10:35, Faustus wrote:
The power grid concept may be too complex, and I think most people would rather not worry about the power configuration of a planet.... although I could be wrong.
-Richard
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What if your ability to control a planets sub setting is tied to your gold or platnium engi badges/ rank?
umm, meaning that if there were a system of pwr grid aka micro/macro management system you could see it very simplisticly but after alot of game play you could have more options or settings...
so a newb would see what we have now.. and a experenced player with all the badges and requirements would a whole new array of commands.
because i am a person who enjoys building, but there are times that its just too ridged, and i do give some measure of credit to the people who figure out all the exploits/options. I think if somebody wanted to become a Master builder they should have that option.
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Darksworde Marshal Pitch Black
Joined: September 06, 2002 Posts: 806 From: The Zoo
| Posted: 2003-11-19 12:50  
Um, allowing power grids on a planet would stop the problem of activiting/deactivating a dead planet after its power is killed by a bomber!
_________________ Live by the sworde, die by the sworde
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AdmBito Grand Admiral Sundered Weimeriners
Joined: October 04, 2002 Posts: 1249 From: Its hard out here for a pimp
| Posted: 2003-11-19 13:18  
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On 2003-11-19 12:50, Darksworde wrote:
Um, allowing power grids on a planet would stop the problem of activiting/deactivating a dead planet after its power is killed by a bomber!
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I'm sorry, I'm a bit confused, do you mean after it is bombed, it would be simpler for the attackers/bombers to have a dead(bombed out) planet with no power, or do you mean it would be easier for the defenders to get the dead planet back online? And do you think that either of these is a real problem?
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Puppies gotta die, too.
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