Item and game enhancement thought.

Discussion in 'Planetary Annihilation General Discussion' started by raffie, March 11, 2014.

  1. raffie

    raffie Member

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    I think low end solar panels would be great.
    They give lots of power, but only when the sun is out.
    This would be a nice boost when you are getting you base going.

    Also a Build Selection List would be a nice touch as well.
    I liked TA having it. You can select/deselect allowable build items.
    I think it might be simple to add this. I am not a programer so.

    Most the time the AI gets going and its spam nuke central.
    Would be nice to turn off nukes and have a total slug match.
  2. arthursalim

    arthursalim Active Member

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    *insert brianpurkiss voice here*

    The solar panells would be a god idea, most of the features you told are being discussed by the community and some are even confirmed i recomend you checking the forum faq and doing a search
    Last edited: March 12, 2014
    Geers likes this.
  3. neutrino

    neutrino low mass particle Uber Employee

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    So I actually liked the idea of solar panels as well. The part that kills it for me is if they only work when the sun is up it's going to be really hard to balance and use the unit. I suppose we could make them super cheap but having them turn off in the dark just sounds painful from a gameplay perspective.
    wheeledgoat, LavaSnake, drz1 and 6 others like this.
  4. raffie

    raffie Member

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    Since there is day/night in the game was only reason I said they could go off at night to be more realistic. Or they could drop to %50 at night.
  5. brianpurkiss

    brianpurkiss Post Master General

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    You did the voice wrong. You gotta do it like this:

    *insert brianpurkiss voice here*

    See the difference?

    I agree with this.

    Balancing a day/night cycle would be... a challenge. It would mean that players would never use them in favor of building ground based power planets.

    The only way it could possibly would be some sort of move command or setting or something that has the solar panels follow the sun. So as the planet rotates, they stay on the sunward side. So solar panels would only really be viable on planets that are completely controlled. So solar panels could possibly even get a buff due to that drawback. I have mixed feelings on that tweak.
  6. cptconundrum

    cptconundrum Post Master General

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    I think the simplest way to do the solar panels would be to scale the energy based on how far from the sun they are. That way you still get differences, but you don't have to deal with day/night cycles.
  7. MrTBSC

    MrTBSC Post Master General

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    the problem i see with a day/night cycletype of energy production is it might blury the information on your eco ...
    what i mean with that is say you are building those on multiple planets which may each have their own day/nichtcycle ... i think i personally would have difficulties on reading and understanding the energy production/output it also would make energyproduction somewhat inconsistant and their use pretty questionable ... i just dont realy know ... i dont think i would ever use those if they were to get in ...
  8. wondible

    wondible Post Master General

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    It would make energy storage more important, as well as having a presence on different parts of the planet.
  9. arthursalim

    arthursalim Active Member

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    Fixed your goddam grammar nazi :p
    [​IMG]
    It may be hard to balance these kinds of solar pannels but it will add some interesting mechanics like blocking your oponents sun soo his energy production colapses
    Geers likes this.
  10. brianpurkiss

    brianpurkiss Post Master General

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    Blocking?

    How?

    Why block it when you can blow it up?
  11. arthursalim

    arthursalim Active Member

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    Maybe its too well protected i dont know i just tought about it
    Why do you keep asking me questions i dont know the answers?WHHHY??*drama off*
    I dont know i just tought about that
  12. Geers

    Geers Post Master General

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    Did you ever see that other solar panel thread? Do you think the suggestion of ground installations to beam power to is a good idea?
    wheeledgoat likes this.
  13. Shalkka

    Shalkka Active Member

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    What are the complications? A planet rotating is going to have 50% time in light and 50% time in darkness if moon shadows are ignored. Moon shadows are still periodic that just nudge the dark time a little upwards (allowing non-plane orbits would cut this down a lot). And with plane-orbits and spinning north poles aligned to the stellar plane this just means the equitorial is a little worse off in energy production (unless you want to model lower energy production angled surfaces where up-and-downs of being near poles and equitorial would about balance out (but off course they would be tracking ones)). Thus it's similar to a power station producing 50% as much over big timescales. It just overflows more easy so it's more dependant on energy storage.
  14. Devak

    Devak Post Master General

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    Balance:
    It means location on a planet is directly beneficial to power production, meaning it's really hard to tell whether it's OP or not.

    Gameplay:
    If it becomes day during a battle, it might tip you in the minus and kill the economy, meaning you can lose a war by not paying attention to the time of day rather than to, more logically, your enemy.
  15. Artamentix

    Artamentix Member

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    If these are available from the beginning of the game, then it would give the player who spawns in the sun an unfair advantage to those spawning in the shade.

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