Energy...

maD maXmaD maX Join Date: 2010-01-28 Member: 70347Members
<div class="IPBDescription">What are these things running on?</div>Ok the way I see it you ops for example stores up energy until you scan and use it right? But then the power goes out and then what poof all the power is gone?

Idea.... All structures should gather energy like the ops... And certain functions use that energy but when the power goes out whatever energy is left is all you have until power is restored...

Other results besides loss of power balancing... Say an ip takes 50 points to spawn some one let it store up to 75 points so that if no one has died in a few minutes the next person spawns instantly and the second in half the time or if the power goes out it still might have 1 spawn left...

Applies this to everything and now armories don't have the ability to Healy/arm/repair/reload 8 people as fast but if it is full of energy it could...

I like that it would make everything more dynamic think about turrets that under continued use slow down as they wait on res


Obviously everything would need different charge rates and a lot of tweeking to balance but I think it would add a needed dynamic to every structure.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Would also decrease the focus on just the power node as well. Would need some heavy playtesting though for balancing issues. And optimization in terms of game code :P
  • maD maXmaD maX Join Date: 2010-01-28 Member: 70347Members
    I didn't say it would be fast or easy... But what part of NS2 has been?
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1887673:date=Nov 30 2011, 06:06 PM:name=maD maX)--><div class='quotetop'>QUOTE (maD maX @ Nov 30 2011, 06:06 PM) <a href="index.php?act=findpost&pid=1887673"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok the way I see it you ops for example stores up energy until you scan and use it right? But then the power goes out and then what poof all the power is gone?<!--QuoteEnd--></div><!--QuoteEEnd-->
    The thinking is that there is power running through the maps. Each room has a power socket. To access that power, marines need to plug in a wireless transponder (the power node) into those outlets, which sends the power to all the marine structures. When the transponder is destroyed, the marines no longer have access to that power.

    --Cory
  • maD maXmaD maX Join Date: 2010-01-28 Member: 70347Members
    edited November 2011
    Agreed but... The ops stores it's own power it has it's own energy status... Where does that power go when the lights go out? My laptop stays on if the power goes out IF it's charged already and only for a while... Realistically, who builds something with a "distress" feature and doesn't give it a redundant emergancy back up...
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited November 2011
    I actually like the idea of structures still being able to use some limited functions after the power goes out. It would prevent the loss of power being an immediate game-ender (i.e the marines still have like a minute or so in which they could come back). For example, every structure collects energy till a certain max (can be varied based on structure). When the room power goes out, the structures drawdown this energy, remaining functional, till the energy levels are depleted.

    The one thing I've disliked about the removal of power packs is that defending a room's power node is now the largest priority. Before, I could sacrifice defense of the power node for defense of the tech or res node by using a power pack instead.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Maybe we can have some kind of emergency reserve power ability on the Command Station, area or single structure cast that uses up a lot of energy (75 ish?)
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited November 2011
    My take on energy
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115515&st=20&gopid=1887741&#entry1887741" target="_blank">Nano Shield, Beacon, Building energy doesn't scale with resource situation</a>
  • maD maXmaD maX Join Date: 2010-01-28 Member: 70347Members
    First off I'd like to point out I suggested the energy for the armory months ago... Second I'd still like to see energy play a bigger role...

    I miss op's energy now it's unlimited waist of res...

    Power packs are the only thing right now I see potential...
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