Suggestion: Solar or Nuclear energy

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
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Bulldozer
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Suggestion: Solar or Nuclear energy

Post by Bulldozer » 30 Dec 2009, 23:33

To maintain balance and preserve the initial importance of oil resources, this type of energy would not be available until T2 or even T3. It would create a new element of strategy by allowing players to locate energy sources at unknown locations (or locate them in better protected parts of their base).

To further preserve balance, the new item would create energy at the same rate as an oil resource, and the combined maximum number of oil derricks and solar energy stations would be the same as the current game limit for oil derricks.

Power generators would be renamed to power converters to avoid confusion over why a generator would be needed for a solar energy station.

KukY
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Re: Suggestion: Solar or Nuclear energy

Post by KukY » 31 Dec 2009, 15:51

No.
It would just make the game too complicated.

But if I remember, NTW mod has a kind of nuclear energy...

Kacen
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Re: Suggestion: Solar or Nuclear energy

Post by Kacen » 01 Jan 2010, 23:12

If this suggestion is to be added then it should produce -less- resources than an oil derrick for balance reasons.

Even then, I'm skeptical, Warzone has always been without backup buildable resource generators of any source.

Even in Supcom Mass Fabricators are expensive and usually not worth it unless you're in an emergency and can manage the task.

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BlueMaxima
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Re: Suggestion: Solar or Nuclear energy

Post by BlueMaxima » 03 Jan 2010, 01:40

I remember that there's a nuclear station 'feature' in Warzone...

If you don't keep it repaired, it explodes. :D
Bring back...ducks!

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Mysteryem
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Re: Suggestion: Solar or Nuclear energy

Post by Mysteryem » 03 Jan 2010, 01:46

BlueMaxima wrote:I remember that there's a nuclear station 'feature' in Warzone...

If you don't keep it repaired, it explodes. :D
I thought that was only in NTW. If you build a cooling tower next to it, it takes less damage every second or so and if you have two next to it then it doesn't take any damage.
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BlueMaxima
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Re: Suggestion: Solar or Nuclear energy

Post by BlueMaxima » 03 Jan 2010, 03:54

Mysteryem wrote:
BlueMaxima wrote:I remember that there's a nuclear station 'feature' in Warzone...

If you don't keep it repaired, it explodes. :D
I thought that was only in NTW. If you build a cooling tower next to it, it takes less damage every second or so and if you have two next to it then it doesn't take any damage.
Maybe, I'm not too sure. Dunno if it actually does anything either.
Bring back...ducks!

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Zarel
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Re: Suggestion: Solar or Nuclear energy

Post by Zarel » 03 Jan 2010, 04:13

It was in Ai-Boost, and it seems it made it into NTW. I'm pretty sure it wasn't in 1.11, although it may have been in 1.12. Regardless, it was never in any official version of Warzone.

Dylan Hsu
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Re: Suggestion: Solar or Nuclear energy

Post by Dylan Hsu » 04 Jan 2010, 06:10

I actually support this idea.
The generators would produce the power of 1 oil derrick for, say, $1000. It adds another dimension to the endgame.

Tech requirements?
High levels of research, power, and engine upgrades, probably...

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Zarel
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Re: Suggestion: Solar or Nuclear energy

Post by Zarel » 04 Jan 2010, 11:45

Meh, no. Defeats the purpose of resource war, encourages turtling, etc.

Per
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Re: Suggestion: Solar or Nuclear energy

Post by Per » 04 Jan 2010, 17:02

I agree with Dylan Hsu on this one. A lot of RTS games have this kind of expensive investment resource generators for the late game, and I think it is a nice game mechanic. Just make sure it has plenty enough of disadvantages to offset their obvious attraction. For nuclear power plants - give them very little hitpoints, a long build time, and a huge explosion if destroyed, and that should make them a dangerous but possibly profitable option.

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Zarel
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Re: Suggestion: Solar or Nuclear energy

Post by Zarel » 04 Jan 2010, 17:06

Per wrote:For nuclear power plants - give them very little hitpoints, a long build time, and a huge explosion if destroyed, and that should make them a dangerous but possibly profitable option.
Man, that would make me build them as weapons...

I guess they make sense for T3, but still...

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Re: Suggestion: Solar or Nuclear energy

Post by Assault Gunner » 08 Jan 2010, 01:50

Actually, nuclear powerplants would be something players would build off in a secondary base with only a nuke reactor and some defenses. Maybe they should have equal power generation to 2 derrick powerplants.
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