Localized Power Provision Support
Affects | Status | Importance | Assigned to | Milestone | |
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Ares |
Invalid
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Wishlist
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Unassigned |
Bug Description
Something I've always wanted to be able to do ingame and with mods I've made is have power plants sectioned off to specific bases like in some campaign missions.
Seeing as I typically place all required power plants providing the energy my outposts need on site already, it's annoying when losing one at my main base powers down everything across the map.
This idea would work in one of two ways I can think of.
Power plants would have a configurable functional radius of X units, and function more like Pylons in Starcraft, however pylons with an output/drain ratio.
Problem with this is you might not be able to build a power bank (not a great strategy anyways) as the power radius wouldn't reach the advanced defenses of larger bases.
My preferred, but likely more difficult to program method for this:
Placing a power plant within a specific build radius/zone 'paintbuckets'(like an image editor) the build area it is placed in.
Problems that may be presented: Power doesn't transmit through unbuildable terrain.
Power bar may be rendered obsolete. Way to work around this; make it so that, when selected, buildings in a specific radius set the power bar to represent the local power provisions.
##### ADDITIONAL INFORMATION #####
Suggestions for tags:
[IsLocalPP]=yes/no
Determines default or new functionality
[PowerRadius]=X
Self Explanatory, only needed if 'pylon' method is used.
I'm sure you realise that in the campaign maps, the separately powered bases are because you are up against multiple countries, even if they use the same colour.