Localized Power Provision Support

Bug #895557 reported by Jeffman12
16
This bug affects 2 people
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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.

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Blade (nadia-xy) wrote :

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.

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Jeffman12 (jeffman12) wrote :

Yes, which is why I provided a way for it to function without that workaround.

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Firefly (firefly) wrote :

a little change to Tesla-troops secondary weapon (the one to get teslacoils powered up) should to that.

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skyboy (skyboy) wrote :

Using firefly's method and unlimited mind control in a very hacky way could potentially render this possible.
But using AOE plants could cause issues for many players without cheap (50? 25?) power transmitters; This feature is implemented in another game I play, and it's not bad, but it does get annoying at times. A radial indicator-like display could be used to show what buildings can be powered, and there should be a tag that makes the plant provide a local power field. But combining local plants with global plants would eventually cause issues in one way or another - I suggest this be a global flag rather than a per-building biases

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Jeffman12 (jeffman12) wrote :

Ultimately, I think the best method would be some the latter, as it's almost like having power lines in the base minus the poles.

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MT1337 (mt1337) wrote :

This idea is very interesting, just the alternative to conventional power I am looking for...

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WoRmINaToR (worminator) wrote :

how would this work with factories?

What if you have 3 war factories, and 2 are out of power and 1 is fully powered? How would you manage the "slow down production for out-of-power structures" logic?

Overall, this sounds great in theory, but there are too many power-related logics that depend on a global power grid to work.

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Renegade (renegade) wrote :

Actually, I'm not entirely sure that's correct, worm - how does the game handle the warfac issue if the player manually toggles the power off for two out of three warfacs?

I don't actually know the answer, but my point is, selectively offline bases have been an existing scenario in the game since Tiberian Sun - so there should be logic there to handle it, to some degree.

I'm not gonna comment on the chances of implementation right now, however, since there are more things to consider there, and this issue's divided support doesn't give it enough priority to make it necessary to start thinking about it just yet.

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EagleEye (eagleeye) wrote :

I'm inclined to support the first method done on a per BuildingType basis. It could be a new spin on power where you'd have to have some sort of Power Plant near any outpost for one side, while the other could build some Power Plants up on the way to the deploy location. I'd like it to be done where there could be inexpensive electricity poles that "pass on" the area of the base, electricity wise. That could even enable the ability to place something based on the base's powered area rather than the base's standard building, so that you didn't have sandbag electricity poles.

Of course, the main problem is programming all of that.

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WoRmINaToR (worminator) wrote :

you can't toggle-power a factory, AFAIK. They don't actually require power to run, and you can't shut them down. Building queues are not handled by the factories, they are handled on a global scale, and production slowdown happens only when you are in a global low power situation. Individual factories have no effect on production slowdown, as long as at least one of them is ready at that time to produce a unit.

However, this of course has to be tested, but it's possible that powered-down factories do not contribute to the building-speedup effect of multiple factories. Again that will need confirmation, but that would be rather hard to do, considering we have no way to power-down individual factories at this point.

Also, selectively offline bases are usually possible because the game actually makes different "countries" to handle each separate base.

Revision history for this message
EagleEye (eagleeye) wrote :

That last point was already established earlier in the notes, WoRmINaToR. As far as a powered down factory not providing a production speed boost and being ineligible to produce anything, that seems optimal. Am I misreading anything?

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Renegade (renegade) wrote :
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