Power Cells for RT's
EmpV
Join Date: 2005-01-10 Member: 34556Members, Constellation
<div class="IPBDescription">add-on to Power Grid Design</div>RT Power Cells and Warning System
This idea is a add-on idea for the Marine Power Grid Design. <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=106143" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=106143</a>
Many people didn't like the limitations of the power grid and several people suggested similar battery power ideas.
The idea is to add a "Power Cell" upgrade to the Resource tower since it is the focus of the Power Grid design.
There are 3 parts to this idea:
1. Backup Power
2. Warning System
3. Cell Recharging
Backup Power:
RT Power cells work like a battery backup system. If the RT loses power, it can continue to operate for a short time( 1-2 minutes) and continue to provide power to that room/area.
This gives marines a short time to repair a missing link in the power chain between the RT and the Command chair before the forward areas lose backup power.
Warning System: (optional)
Power cells have a Warning System so that marines know exactly what is happening just by looking at an RT. There is a light on RT's that changes color or blinks depending on the situation. (This is mainly to minimize light flickering in the room which could get annoying) This warning system could also be a part of each room instead of on structures.(picure yellow and red alerts from Star Trek)
When the RT is powered and operating normally, the light will be green.
If a RT in the chain between the current room and the Com chair is under attack, the light will turn yellow.
When the room loses power, the room lighting will flicker and the light will turn red.
After the power cell is depleted, the room and warning lights go dark.
A warning system is not necessary, but it would be a nice visual feature to aid marines.
Cell Recharging:
This is where the idea gets interesting. Power cells recharge when power regions are connected to the Comm chair. Power cells will recharge to full capacity when the region is connected to the comm chair.
There are alternative ways to recharge power cells that will allow for strategies like forward/ninja bases or sieges.
To recharge a power cell in an area that is not connected to a Comm chair, a marine can use his welder to transfer energy to a power cell that is low or depleted. Marines equipped with welders could build a forward RT/Turret factory and keep it up as long as they have welder energy to transfer to it. The commander could use a weld bot to recharge a power cell in the same way.
This means that welders and build bots can run out of energy, but they can recharge when they are in a powered room.
Marines can push forward at the cost of having to maintain the power cells. Important map locations can be secured first and then the power regions in the chain can be capp'd to connect the Comm chair power. Or a new Comm chair can be built near the forward base.
Additional Comments:
I have focused on Resource towers as the structure that has power cells, but it could also be possible to make a power cell its own structure or allow other structures to have a power cell upgrade. This upgrade could also enable electrification when an area is powered.
This idea is a add-on idea for the Marine Power Grid Design. <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=106143" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=106143</a>
Many people didn't like the limitations of the power grid and several people suggested similar battery power ideas.
The idea is to add a "Power Cell" upgrade to the Resource tower since it is the focus of the Power Grid design.
There are 3 parts to this idea:
1. Backup Power
2. Warning System
3. Cell Recharging
Backup Power:
RT Power cells work like a battery backup system. If the RT loses power, it can continue to operate for a short time( 1-2 minutes) and continue to provide power to that room/area.
This gives marines a short time to repair a missing link in the power chain between the RT and the Command chair before the forward areas lose backup power.
Warning System: (optional)
Power cells have a Warning System so that marines know exactly what is happening just by looking at an RT. There is a light on RT's that changes color or blinks depending on the situation. (This is mainly to minimize light flickering in the room which could get annoying) This warning system could also be a part of each room instead of on structures.(picure yellow and red alerts from Star Trek)
When the RT is powered and operating normally, the light will be green.
If a RT in the chain between the current room and the Com chair is under attack, the light will turn yellow.
When the room loses power, the room lighting will flicker and the light will turn red.
After the power cell is depleted, the room and warning lights go dark.
A warning system is not necessary, but it would be a nice visual feature to aid marines.
Cell Recharging:
This is where the idea gets interesting. Power cells recharge when power regions are connected to the Comm chair. Power cells will recharge to full capacity when the region is connected to the comm chair.
There are alternative ways to recharge power cells that will allow for strategies like forward/ninja bases or sieges.
To recharge a power cell in an area that is not connected to a Comm chair, a marine can use his welder to transfer energy to a power cell that is low or depleted. Marines equipped with welders could build a forward RT/Turret factory and keep it up as long as they have welder energy to transfer to it. The commander could use a weld bot to recharge a power cell in the same way.
This means that welders and build bots can run out of energy, but they can recharge when they are in a powered room.
Marines can push forward at the cost of having to maintain the power cells. Important map locations can be secured first and then the power regions in the chain can be capp'd to connect the Comm chair power. Or a new Comm chair can be built near the forward base.
Additional Comments:
I have focused on Resource towers as the structure that has power cells, but it could also be possible to make a power cell its own structure or allow other structures to have a power cell upgrade. This upgrade could also enable electrification when an area is powered.
Comments
I would further add that the more stuff is in the room (turrets, and other stuff drawing power from the backup power source) the faster the power is depleted. This would allow "stacked" rooms to not be invulnerable indefinitely, or at least be vulnerable quicker because of their stacked nature.
I would also suggest an audio/visual queue when the main power is severed and it going onto backup power, I immediatly thought of the scene from Ghostbusters where the containment grid is shutdown, klaxons sound, red lights flash etc. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
More batteries can be placed in the room, but a total Cap limit is needed, and with that, Mobility of the Batteries must be thought up.