Nuclear reactors

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basher5_2
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Nuclear reactors

Post by basher5_2 » 16 Aug 2007, 07:16

i was wondering if nuclear reactors are the next jump in power sourcing if not what are they for?

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Re: Nuclear reactors

Post by Kamaze » 16 Aug 2007, 13:11

Looks like that you're using cheats?
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Rman Virgil
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Re: Nuclear reactors

Post by Rman Virgil » 16 Aug 2007, 13:34

basher5_2 wrote: i was wondering if nuclear reactors are the next jump in power sourcing if not what are they for?
* You would think that would be the logical progression like in the RTS? classic "Total Annihilation".

* But the fact is that those reactors are only window dressing from the Campaign... That is as a Map maker you can place them in the landscape working within World Edit but unless you also write and compile with a script trigger they serve no function other than looking interesting.

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basher5_2
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Re: Nuclear reactors

Post by basher5_2 » 16 Aug 2007, 16:54

i have 3 files 1 tht is finished 1 that has cheats and the other doesnt

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Re: Nuclear reactors

Post by fryBASS » 18 Aug 2007, 18:30

basher5_2 wrote: i was wondering if nuclear reactors are the next jump in power sourcing if not what are they for?
They do nothing.  They are simply eye candy. 

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Re: Nuclear reactors

Post by Serman » 18 Aug 2007, 19:10

No, they're not simply eye candy.
If they were, they would be part of the scenery.

The Nuclear Reactor is a mission critical building for Beta Campaign, you must destroy it at some point.

But, if you use cheats to simply build it in your base, then yeah, it does absolutely nothing but be pretty, or for some people just waste space.

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Re: Nuclear reactors

Post by fryBASS » 18 Aug 2007, 19:13

Serman wrote: No, they're not simply eye candy.
If they were, they would be part of the scenery.

The Nuclear Reactor is a mission critical building for Beta Campaign, you must destroy it at some point.

But, if you use cheats to simply build it in your base, then yeah, it does absolutely nothing but be pretty, or for some people just waste space.
Well, yeah besides that  :P

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Re: Nuclear reactors

Post by lav_coyote25 » 19 Aug 2007, 02:40

if your interested in building a map that would utilize something along those lines.... you will have to include a script ... and then it wouldnt be  "eye-candy".  for example - speedy ( from warzone2100.de )  had a total mod that did include the nuclear reactors and cooling tower... if you didnt have enuff of the towers built or make sure to repair often... they would explode causing extreme damage to your base.
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.

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Re: Nuclear reactors

Post by C01eMaN » 19 Aug 2007, 12:19

lav_coyote25 wrote: speedy ( from warzone2100.de )  had a total mod that did include the nuclear reactors and cooling tower... if you didnt have enuff of the towers built or make sure to repair often... they would explode causing extreme damage to your base.
hmmm.... interesting.... what a mod.... anychance of getting a dl link?
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Re: Nuclear reactors

Post by Serman » 19 Aug 2007, 14:03

lav_coyote25 wrote: if your interested in building a map that would utilize something along those lines.... you will have to include a script ... and then it wouldnt be  "eye-candy".   for example - speedy ( from warzone2100.de )  had a total mod that did include the nuclear reactors and cooling tower... if you didnt have enuff of the towers built or make sure to repair often... they would explode causing extreme damage to your base.
That sounds really awesome, and realistic!

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lav_coyote25
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Re: Nuclear reactors

Post by lav_coyote25 » 19 Aug 2007, 15:49

C01eMaN wrote: hmmm.... interesting.... what a mod.... anychance of getting a dl link?

speedy's mod was a total change of everything... will not work with the current releases. 
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.

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Re: Nuclear reactors

Post by 3drts » 22 Aug 2007, 22:13

Hmmm.... how about a late game power generator where the nuclear reactor= Power generator, and cooling tower = oil derricks.
Without a cooling tower, the reactor must shut down to avoid overheating/meltdown, the more cooling towers it has, the more power output? Max 4 towers per reactor?
Of course, people would stop fighting over oil and just spam reactors and cooling towers, removing the importance of holding certain points on the map.
Unless nuclear reactors+cooling towers were really expensive and took a long time to pay themselves off, like  the nuclear reactor is as expensive as a laser sat command post, and cooling towers cost as much as a mass driver fortress or something.
Would it be possible to add? I would assume with the multi turrets and all that now, such a change would be trivial.
What about adding a requirement that the cooling towers be within a certain distance of the reactor to function? when a powered up reactor goes, it makes a huge blast (capable of wiping out nearly everything on the screen-> possible terrain shielding? More cooling towers attached= bigger boom, a reactor that has no cooling towers and is thus shut down makes only a small boom?
And, Lets call them Nuclear Fusion instead of Fission reactors so we can ignore radioactive effects.

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lav_coyote25
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Re: Nuclear reactors

Post by lav_coyote25 » 22 Aug 2007, 23:31

exactly !!  good idea.
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.

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Re: Nuclear reactors

Post by Deathguise » 23 Aug 2007, 11:01

3drts wrote:stop fighting over oil and just spam reactors and cooling towers
A building limit of 1-2 reactors per player would help to alleviate this issue.
Also if the reactor does explode it should create a large radius EMP effect for additional insult to injury.
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Re: Nuclear reactors

Post by Troman » 23 Aug 2007, 13:02

3drts wrote: Hmmm.... how about a late game power generator where the nuclear reactor= Power generator, and cooling tower = oil derricks.
Without a cooling tower, the reactor must shut down to avoid overheating/meltdown, the more cooling towers it has, the more power output? Max 4 towers per reactor?
Of course, people would stop fighting over oil and just spam reactors and cooling towers, removing the importance of holding certain points on the map.
Unless nuclear reactors+cooling towers were really expensive and took a long time to pay themselves off, like  the nuclear reactor is as expensive as a laser sat command post, and cooling towers cost as much as a mass driver fortress or something.
Would it be possible to add? I would assume with the multi turrets and all that now, such a change would be trivial.
What about adding a requirement that the cooling towers be within a certain distance of the reactor to function? when a powered up reactor goes, it makes a huge blast (capable of wiping out nearly everything on the screen-> possible terrain shielding? More cooling towers attached= bigger boom, a reactor that has no cooling towers and is thus shut down makes only a small boom?
And, Lets call them Nuclear Fusion instead of Fission reactors so we can ignore radioactive effects.
It isn't such a bad idea. You already mentioned that it wouldn't be necessary to fight over oil, which could make game boring, but if implemented wisely, such a nuclear reactor can even add new strategies to the game.

An example: limit number of nuclear reactors to 1-2 per player. Make it rather hard for the player to research it. Such a reactor should be worth several oil derricks (4-8). It is very resistant to attacks. Cooling towers are vulnerable to attacks. The rest is almost what you already described: the nuclear power generator needs cooling towers. But ... if there are not enough cooling towers the generator doesn't shut down, it blows up after certain time. The more cooling towers are active, the longer it will take until it will blow up, without cooling towers it blows up immediately.

Plus some other aspects. I'll just quote:
What about adding a requirement that the cooling towers be within a certain distance of the reactor to function?
This would be necessary so the player wouldn't hide them anywhere on the map.
when a powered up reactor goes, it makes a huge blast (capable of wiping out nearly everything on the screen
Unless nuclear reactors+cooling towers were really expensive and took a long time to pay themselves off, like  the nuclear reactor is as expensive as a laser sat command post, and cooling towers cost as much as a mass driver fortress or something.
Agreed, it should take some effort to get it.

Now imagine, a player has built such a reactor, his enemies found out and start trying to destroying it (the cooling towers actually). Normally it isn't that difficult to destroy a structure in the enemy base, with VTOLs for example, or maybe a cyborg drop, so the owner will have to put effort in defending the power generator. If you risk and build such a thing near your base you might lose half of the base, but you get additional power from the generator.

For someone who is losing and has a small map control this can be a strategy to reverse the situation, which would have been hopeless without such a thing.

BTW radiation could also play some role, for example make cooling towers lose hp over time as an extra nuisance for the additional power.

And it is possible to implement all this solely with scripts without even touching the source.
Last edited by Troman on 23 Aug 2007, 13:15, edited 1 time in total.
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