Structure power drain.
Structure power drain.
I see allot in my games that AI just filles the whole map with defense buildings and that sucks,too unrealistic.
So here is an idea.to limit the huge number of towers and stuff why not make them consume power to function?
Something like 1 power in 1 sec should do it.
What you all think?
So here is an idea.to limit the huge number of towers and stuff why not make them consume power to function?
Something like 1 power in 1 sec should do it.
What you all think?
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
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Re: Structure power drain.
i think you need to use more artillary.
Re: Structure power drain.
Then the AI would just make too many power generators and...well it's an endless cycle. It wouldn't solve the issue.
Re: Structure power drain.
Maybe have a power per shot like in Total Annihilation. The bigger the gun, the higher the drain.Tenoh wrote:So here is an idea.to limit the huge number of towers and stuff why not make them consume power to function? Something like 1 power in 1 sec should do it.
But you cannot have too many generator because you won't have enough oil wells to feed them. Besides, for every generator put up, you lose space for defensive structures. Maybe make the generators a bit bigger.Kacen wrote:Then the AI would just make too many power generators and...well it's an endless cycle. It wouldn't solve the issue.
Re: Structure power drain.
you mean like, 3x3? factory size?zeland wrote: Maybe make the generators a bit bigger.
Re: Structure power drain.
Not having enough oil wells to feed a generator does not mean you can't make more. You can make more generators than you need.zeland wrote: But you cannot have too many generator because you won't have enough oil wells to feed them. Besides, for every generator put up, you lose space for defensive structures. Maybe make the generators a bit bigger.
Oh, wait, you're assuming the oil wells power the generators...no, the generators...no the generators I used to think powered the oil wells, what they do is -convert- the oil from the oil derricks to resources.
If I recall.
Re: Structure power drain.
Yeah,something like that.
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
Re: Structure power drain.
i think that it would be a better solution to limit number of defensive structures
Re: Structure power drain.
Thats a great idea. With this feature enabled long games dont get stuck because of thousands of defense structures around the bases stop every attack. The game will afford more strategic thinking like "if i want to build more defense structures here i have to disable/destroy some others there"Tenoh wrote:to limit the huge number of towers and stuff why not make them consume power to function?
Something like 1 power in 1 sec should do it.
What you all think?
Re: Structure power drain.
I'd really, really hate it if limits are imposed on defenses and such.
I don't want Warzone 2100 turned into another generic limited RTS game like Dawn of War or something...
I don't want Warzone 2100 turned into another generic limited RTS game like Dawn of War or something...
Re: Structure power drain.
I agree.Kacen wrote:I'd really, really hate it if limits are imposed on defenses and such.
I don't want Warzone 2100 turned into another generic limited RTS game like Dawn of War or something...
But i think there is a limit of 100 same defensive structures.
By that I didn't mean that there should be limits,13KukYNexus666 wrote:i think that it would be a better solution to limit number of defensive structures
I meant that limits are better than consuming power.
Re: Structure power drain.
But limits are static and you can't expand anymore, so I would prefer the power consumtion method. If you find more oil resources you can expand your base ...
By the way: If there are different opinions: We could make it a multiplayer setting so that the host can decide by himself whether to use limits or power comsuming structures or none of both...
By the way: If there are different opinions: We could make it a multiplayer setting so that the host can decide by himself whether to use limits or power comsuming structures or none of both...
Re: Structure power drain.
Sounds like a step toward C&C Tiberium Sun and how base defences work in that game. Far as AI spamming defences it's pretty easy to deal with.Tenoh wrote:I see allot in my games that AI just filles the whole map with defense buildings and that sucks,too unrealistic.
So here is an idea.to limit the huge number of towers and stuff why not make them consume power to function?
Something like 1 power in 1 sec should do it.
What you all think?
There used to be a mod during 1.xx that allowed you to set those limits like you would currently for regular base structures.13KukYNexus666 wrote:i think that it would be a better solution to limit number of defensive structures
Re: Structure power drain.
This reminds me of "Dune II", back in the old days. Well at least I think it was Dune... It had a power system attached in coclusion with the buildings. That means it worked something like this:
1 power generator makes 10 power points.
1 barrack needs 2
1 factory needs 3
If you buil just this one generator and you've build 4 barracks, when you want a factory, you'll have to build another generator for the factory to work. Maths:
4 barracks (2+2+2+2=8pp) + 1 factory (3pp) = 11 power points required = 2 power generators (20pp)
It was quite anoying sometimes...
""Dungeon Keeper II" had something similar. When buildng canons in the dungeons, they consumed mana when firing. Also a not so funny feature, when the enemy attacks with a big bunch of knights and magicians and your mana is gone in seconds. That only happened, if you got around 50 canons built.
The first system could work, but I don't think, that the bunkers etc should go with it. I don't know of any real bunker that need an extra power supply from the outside.
Instead of consuming energy in WZ, they could stop firing when the energy is gone to zero, forcing the player to stop building and researching to keep the "electronic systems" for the defences running.
1 power generator makes 10 power points.
1 barrack needs 2
1 factory needs 3
If you buil just this one generator and you've build 4 barracks, when you want a factory, you'll have to build another generator for the factory to work. Maths:
4 barracks (2+2+2+2=8pp) + 1 factory (3pp) = 11 power points required = 2 power generators (20pp)
It was quite anoying sometimes...
""Dungeon Keeper II" had something similar. When buildng canons in the dungeons, they consumed mana when firing. Also a not so funny feature, when the enemy attacks with a big bunch of knights and magicians and your mana is gone in seconds. That only happened, if you got around 50 canons built.
The first system could work, but I don't think, that the bunkers etc should go with it. I don't know of any real bunker that need an extra power supply from the outside.
Instead of consuming energy in WZ, they could stop firing when the energy is gone to zero, forcing the player to stop building and researching to keep the "electronic systems" for the defences running.
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Re: Structure power drain.
As I posted earlier, power per shot. Imagine a player with 100+ artillery pieces. You send in cannon fodder cyborgs one at a time into radar range. Wham-bam, 100+ artillery pieces start firing on a single cyborg draining all his energy.Instead of consuming energy in WZ, they could stop firing when the energy is gone to zero, forcing the player to stop building and researching to keep the "electronic systems" for the defences running.
TA however allows you to disable your artillery/defences from firing. Would be nice if we had that in WZ too.