Suggestion: Solar or Nuclear energy
Suggestion: Solar or Nuclear energy
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.
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.
Re: Suggestion: Solar or Nuclear energy
No.
It would just make the game too complicated.
But if I remember, NTW mod has a kind of nuclear energy...
It would just make the game too complicated.
But if I remember, NTW mod has a kind of nuclear energy...
Re: Suggestion: Solar or Nuclear energy
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.
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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Re: Suggestion: Solar or Nuclear energy
I remember that there's a nuclear station 'feature' in Warzone...
If you don't keep it repaired, it explodes.
If you don't keep it repaired, it explodes.
Bring back...ducks!
Re: Suggestion: Solar or Nuclear energy
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.BlueMaxima wrote:I remember that there's a nuclear station 'feature' in Warzone...
If you don't keep it repaired, it explodes.
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Re: Suggestion: Solar or Nuclear energy
Maybe, I'm not too sure. Dunno if it actually does anything either.Mysteryem wrote: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.BlueMaxima wrote:I remember that there's a nuclear station 'feature' in Warzone...
If you don't keep it repaired, it explodes.
Bring back...ducks!
Re: Suggestion: Solar or Nuclear energy
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.
Re: Suggestion: Solar or Nuclear energy
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...
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...
Re: Suggestion: Solar or Nuclear energy
Meh, no. Defeats the purpose of resource war, encourages turtling, etc.
Re: Suggestion: Solar or Nuclear energy
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.
Re: Suggestion: Solar or Nuclear energy
Man, that would make me build them as weapons...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.
I guess they make sense for T3, but still...
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Re: Suggestion: Solar or Nuclear energy
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.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.