Warzone's power system
Posted: 12 Jul 2010, 17:38
There has been some discussion about the future of Warzone's power system, and I thought it would be a good idea to hear what other people think about this.
First an introduction to what we have now.
In 2.3 and earlier versions, there is a two phase power system. When you build something, you first accrue power for production at some rate (first progress bar), and once power accrue is complete, you start the actual production at some other rate (second progress bar). This is as far as I know, a fairly unique system, in that I know no other game that has it.
In trunk, this system has been revamped, where the power accrue phase and production phase has been merged into a single phase (just one progress bar). This mimics more closely the power flow system used in Total Annihilation and Supreme Commander 1.
More recently, there is a new power system proposed that is based on a direct debit model. It works similar to games such as Starcraft and Supreme Commander 2, where expenses are immediately deducted from the available amount of power. The production progress bar (its phase two) is then the same as in 2.3 and earlier. To allow more production to be queued up than you have power reserves for, it introduces the concept of a power queue, which is a list of things to start spending power on.
Now, there is some argument as to which system is the best. Let those arguments be aired in this thread. You can also post other suggestions for changes to the power system, but please do not go too far off in that direction. And please keep arguments to the point, about them rules, and without any drama.
First an introduction to what we have now.
In 2.3 and earlier versions, there is a two phase power system. When you build something, you first accrue power for production at some rate (first progress bar), and once power accrue is complete, you start the actual production at some other rate (second progress bar). This is as far as I know, a fairly unique system, in that I know no other game that has it.
In trunk, this system has been revamped, where the power accrue phase and production phase has been merged into a single phase (just one progress bar). This mimics more closely the power flow system used in Total Annihilation and Supreme Commander 1.
More recently, there is a new power system proposed that is based on a direct debit model. It works similar to games such as Starcraft and Supreme Commander 2, where expenses are immediately deducted from the available amount of power. The production progress bar (its phase two) is then the same as in 2.3 and earlier. To allow more production to be queued up than you have power reserves for, it introduces the concept of a power queue, which is a list of things to start spending power on.
Now, there is some argument as to which system is the best. Let those arguments be aired in this thread. You can also post other suggestions for changes to the power system, but please do not go too far off in that direction. And please keep arguments to the point, about them rules, and without any drama.