Energy Diversification: Is this a successor to SupCom or Total Annihilation?

Discussion in 'Planetary Annihilation General Discussion' started by eroticburrito, May 19, 2014.

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Would you like to have a more diverse energy system?

  1. Yes, sounds awesome!

    76.9%
  2. No, this sounds abysmal!

    13.8%
  3. Yes, if... (post yer ideas below).

    4.6%
  4. Other (Bacon Generator).

    4.6%
  1. brianpurkiss

    brianpurkiss Post Master General

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    Mirrored hemispheres is a confirmed feature.

    I'm not even talking about competitive play. But even in casual play – losing because your opponent had all the good metal and energy spots... not fun for anyone.
  2. darac

    darac Active Member

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    You are right it isn't fun. But not implementing a good gameplay feature because of fear of a bad random generator is a dumb reason not to do it. Just fix the random generator is my point.
    eroticburrito and nateious like this.
  3. RMJ

    RMJ Active Member

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    Definitely energy is kinda boring atm. its just spam more energy plants. Would be nice with some choice of energy that gets placed in various placed and generation more, some generate through the day. Instead of just making energy out of thin air :p
  4. thetrophysystem

    thetrophysystem Post Master General

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    why wouldn't it cut it?

    the game could use varieties of role for energy, and mex and other things. But. How easy would it be to program, which pushes release back? How easy would it balance, especially with terrain advantage? How difficult would it be to start on a moon using solar? What about if your initial spawn is on dark side, on a relatively large planet. Unavoidable stall for first minute or more of the game? When it gets day, on large planets, its double production for two minutes and a probable super storage surplus built up. That would not be easily balanceable, possible but not easy.
    Last edited: May 20, 2014
  5. eroticburrito

    eroticburrito Post Master General

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    You'd have stable forms (Tidal/Wind), storage for that energy boom during daylight Solar, and perhaps more incentive to go and get that Gas Giant Energy Generator, because energy wouldn't be as easy to get or maintain as it is now, where we can just build high-yield energy boxes in such quantities that I don't currently see the need for a high-yield Gas Giant Generator (or Orbital Solar for that matter). If ground energy were less powerful, and a little more difficult to maintain, that would be more of an incentive to go for Orbital options.
  6. eroticburrito

    eroticburrito Post Master General

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    I just worry that if the economy and combat is being built around these universally abundant 'Energy Boxes' then there won't be incentive or space for Solar/Wind/Tidal. Not to mention the boxes we have now are (I expect) Fusion reactors, which would be volatile in the system proposed.
    If you're on the dark side of a large planet at the start of a game then you have Wind/Tidal.
    Fiddling with the Commander's Energy Storage/Generation could solve the start-up issues.
  7. cwarner7264

    cwarner7264 Moderator Alumni

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    We already have a mod in the works as part of our planned mod pack. The green one.

    There was a massive thread on ways to diversify the economy a couple of months back with some really insightful information in it. Let me use my search-fu and see if I can link to it.

    I'm fairly certain it was concluded that Uber will not be implementing something like this, at least initially, because of the amount it would add to the learning curve for new players. Hence why we decided to make a mod for it.

    EDIT: Found it!

    EDIT2: See also:
    https://forums.uberent.com/threads/energy-generation-methods.56402/
    https://forums.uberent.com/threads/alternative-energy-sources.46649/
    https://forums.uberent.com/threads/the-energy-thread.35822/
    https://forums.uberent.com/threads/energy-generators.50329/
    eroticburrito likes this.
  8. eroticburrito

    eroticburrito Post Master General

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    [​IMG]

    You're awesome man. Thank you.
    cwarner7264 likes this.
  9. MrTBSC

    MrTBSC Post Master General

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    i don´t see getting any fun out of having a difficultyspike in managing your eco ... the game is about clashing metalavalanches and throwing missiles around not just minmaxing your power

    and as we said before balance is done over time and not happening just the next day ... so when gasgiants are in there might be a good change to powerplantbalance
  10. thetrophysystem

    thetrophysystem Post Master General

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    No, you don't, not on the dark side of a lunar biome.

    That is what I mean. It is a HUGE change, it honestly almost would be better not than otherwise, but if it were to happen it would definitely be later down the road.

    There is no problem with designing the game around power generators. They are power generators, similar to C&C 95. Being a necesity, is like different metals being a necessity for mex variety, or a whole nother resource entirely being a necesity. Because having 1 power, 1 metal, and 2 resources total, is too bland, so throw some chocolate and beef gravy and cabbage all in that stuff, because moar is always better?

    BTW, the metaphor is for normal people, just because I would cook cabbage in beef gravy and mole and then eat it with an honest to goodness smile on my face, doesn't mean you design a game like that. Nobody "normal" does that. Fact: I would eat that too.
  11. Gorbles

    Gorbles Post Master General

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    Voted for Yes, if.

    1. This kind of rework was post-launch, and

    2. This was an optional/divergent build.

    Heck, I'd be happiest seeing it as a mod.
  12. eroticburrito

    eroticburrito Post Master General

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    So increase the Commander's initial generation power and perhaps allow us to control planets' rotation speeds so that Solar is feasible at Tier 1.5.
    Perhaps a T1 Nuclear 'Metal Burner' to provide energy at the cost of metal might be useful in this situation.
    Really there's a reason nobody lives on the moon in real life - there are not as many energy sources up there.

    It's a big change and therefore one probably made early on so there's enough time for it to be balanced. Not afterwards, when the entire system will be dependent on Energy Boxes.
  13. thetrophysystem

    thetrophysystem Post Master General

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    Later, you can easily remove energy boxes, and add various other ones, and then balance it.

    Or for me to spell it out more clearly, a modder can do it later.

    I like the idea as a "branching farther and farther out" sort of thing, a "keep adding more detailed cool stuff" prospect. However, we need to get this badass game all caught up and ready for release in all areas. Like Team Fortress 2.

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