Power Idea

AzaralAzaral Join Date: 2012-11-19 Member: 172408Members
Came up with this idea in another thread and thought I would make it its own topic.

Power nodes are bad. They are too much of a linchpin and it probably leads to a lot of aliens wins that should not be.

Instead of being an on/off thing, maybe power nodes should instead provide a power amount. Marine buildings then consume power. If there is not enough power available then buildings cannot be built. It would also provide incentive to build all the power nodes and to destroy all the power nodes.

If power drops below the needed level, then buildings will begin to power off. The commander can assign a priority to buildings and buildings with the lowest priority will power down first. The commander can also power buildings on or off as he/she sees fit. Sentry batteries could also be made into just a generator and provide additional power.

Comments

  • KazterKazter Join Date: 2003-08-12 Member: 19481Members, Constellation
    While I don't initially know how I feel about this idea, I wanted to point out that it works similarly to the C&C series of games' power system. Almost to the letter. You built power plants, upgraded them for more power, and utilized your "pool" of power with structures. You could also disable/enable structures at will or prioritize structures as well.
  • AzaralAzaral Join Date: 2012-11-19 Member: 172408Members
    You're right. I forgot about those heh. It's been a long time since I played one of those games (they've been such trash lately I've heard so there has been no point).
  • KazelKazel Join Date: 2012-12-22 Member: 175939Members
    It seems that this would add another helping of micro unto a commander that already has enough. I do think there should be a new system of power that doesn't focus on a single node controlling all power for a given room, but it needs to be something less "micro-ish".
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