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Structure power drain.

Posted: 05 Sep 2009, 15:07
by Tenoh
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?

Re: Structure power drain.

Posted: 05 Sep 2009, 17:18
by psychopompos
i think you need to use more artillary.

Re: Structure power drain.

Posted: 05 Sep 2009, 20:12
by Kacen
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.

Posted: 06 Sep 2009, 03:26
by zeland
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.
Maybe have a power per shot like in Total Annihilation. The bigger the gun, the higher the drain.
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.
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.

Re: Structure power drain.

Posted: 06 Sep 2009, 10:32
by ClockWork
zeland wrote: Maybe make the generators a bit bigger.
you mean like, 3x3? factory size?

Re: Structure power drain.

Posted: 06 Sep 2009, 12:30
by Kacen
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.
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.

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.

Posted: 06 Sep 2009, 15:23
by Tenoh
Yeah,something like that.

Re: Structure power drain.

Posted: 07 Sep 2009, 15:24
by KukY
i think that it would be a better solution to limit number of defensive structures

Re: Structure power drain.

Posted: 07 Sep 2009, 15:30
by smallfly
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?
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" ;)

Re: Structure power drain.

Posted: 07 Sep 2009, 16:57
by Kacen
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...

Re: Structure power drain.

Posted: 07 Sep 2009, 17:28
by KukY
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...
I agree.
But i think there is a limit of 100 same defensive structures.
13KukYNexus666 wrote:i think that it would be a better solution to limit number of defensive structures
By that I didn't mean that there should be limits,
I meant that limits are better than consuming power.

Re: Structure power drain.

Posted: 08 Sep 2009, 14:09
by smallfly
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...

Re: Structure power drain.

Posted: 13 Sep 2009, 09:35
by Haku
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?
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.
13KukYNexus666 wrote:i think that it would be a better solution to limit number of defensive structures
There used to be a mod during 1.xx that allowed you to set those limits like you would currently for regular base structures.

Re: Structure power drain.

Posted: 14 Sep 2009, 03:27
by Powzone
This reminds me of "Dune II", back in the old days. Well at least I think it was Dune... :D 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... :D

""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.

Re: Structure power drain.

Posted: 14 Sep 2009, 09:35
by zeland
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.
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. :scream:

TA however allows you to disable your artillery/defences from firing. Would be nice if we had that in WZ too.