Fusion / Nuclear Powerplant

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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Rommel
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Fusion / Nuclear Powerplant

Post by Rommel »

I know powerplants and derricks / resources are a big part of the game, but what about giving thought to having like a Fusion Powerplant facility? Maybe have it come up in late game and once built each would generate the energy of a fully upgraded power plant with four derricks? Without the need to rely on the derricks and resources...

Really late game mostly applies to NTW high oil anyway and I feel that this would make the game more mobile and allow the building of bases without the constraint of having to have it near resources to consolidate defense.

It would also make games last longer as well due to the fact that you would be able to regroup after your base is overrun, a lot of games end needlessly when a flank collapses and the enemy comes in from the side which is never as well defended as the front. Once your derricks are gone it is really game over.

Just a suggestion, maybe it could add a new element to the game.
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Shadow Wolf TJC
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Re: Fusion / Nuclear Powerplant

Post by Shadow Wolf TJC »

Even though I already have Wind Turbines implemented for the Warzone 2100: Contingency mod, which serve a similar function to what you probably have in mind, I've been thinking about wanting to add Nuclear Power Plants as a more high-risk high-reward alternative to Wind Turbines. My idea, however, would involve creating a massive explosion whenever the Nuclear Plant was destroyed, hence the high-risk part. Moreover, I'd probably limit it to just 1-per-player due to how much more power-per-cost and power-per-space the Nuclear Plants would provide compared to a Wind Turbine.

Unfortunately, I may have to wait until Contingency is ported successfully to version 3.2 before I can realize this dream.
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Iluvalar
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Re: Fusion / Nuclear Powerplant

Post by Iluvalar »

I also made, nuclear plants, solar plants, post nuclear housing, parks, modern banks and paradox labs in the NRS mod. I strongly support the idea.


However, it wont work in a tech tree like the one used right now. We need a constant progression tech tree for that to happen. Otherwise there will be a threshold point in the game where every one start to build giant cities instead of researching and fighting. Not that I don't have fun building cities in NRS XD, but that would turn out be the ultimate option in each single game.
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aubergine
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Re: Fusion / Nuclear Powerplant

Post by aubergine »

The NTW mod had functioning power plants. You also had to build cooling towers and if any of the towers were destroyed the plant would start to overheat, catch fire and eventually explode wiping out nearby buildings/units. The power plant and cooling tower models are bundled with the game since 2.x days so hopefully not too difficult to implement (although would probably require vlo/slo scripts to implement properly as there's no way to do a weapon strike via JS yet).
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