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Post by mrnoname001 on Nov 1, 2007 2:02:48 GMT
Ok so here's the idea. Maybe it's time the power stations started to serve more of a purpose then just a Generator farm. What I'm thinking is that the stations can be "turned on". Maybe a new options in the buttons. It requires the entire station to be in good repair before the option appears. Now this is a little bit of the fuzzy area. I figure at this point the infrastructure of the city is pretty toast. So in order to distribute the power a person would need power lines. What I'm thinking is a random block in each neighborhood is the only working hub for that area. So in order to distribute the power you find a new item. The extension cord. You enter a block next to the powered one and use the extension cord. This powers that block from the main hub. In this fashion the power can be strung across an entire neighbourhood. However if any of the buildings in the chain are ruined then the whole chain from that point on is out untill the ruined building is repaired and a new cord is strung. I know this is a really unthought out idea right now but I'm looking for suggestions to help flesh this out a little.
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Post by Ty on Nov 1, 2007 2:27:43 GMT
I like the concept, but I'm not sure about power cords. Better yet, I would suggest making use of the new toolbox item. Essentially, there will already be a power grid of some kind in place. It's just that the city's power lines are damaged and need to be repaired. So, I'd say there could be an option like in Nexus War to repair the power lines to the block.
So, if a building's power lines are repaired, as well as all the buildings connecting it to the nearest power station, then it will have power without needing a generator. If any of the buildings in between is ruined, then the power is lost.
Obviously, this'll be a little complicated, but it could have potential.
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Post by mrnoname001 on Nov 1, 2007 8:43:25 GMT
never played Nexus Wars, but that sounds like a much better Idea then the cords. I know implementation would be a bitch for Kevan but the idea might make for an intresting dynamic for game play?
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Khallos
RP Moderator
The Duke of Ditchington
Posts: 1,507
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Post by Khallos on Nov 2, 2007 1:20:18 GMT
Hrmm, nexus wars again. I still don't know that that is...
Anyway, back on topic: I don't think that the power line thing is a good idea. Sure, it makes IC sense but, as allways, remember that all this needs coding. Sure, its a pretty simple code (Like, "If PW=YES in grid to north, south, east or west, set PW=YES to this building") but its still something EVERY BLOCK would need to have, and could get complicated with long chains ("If PW=YES in grid 3456 AND 3457 AND 3458 AND 3459...") The best way to do this would be like with the phone network, ie just the power hub needs to be online.. but suddenly lighting up an entire district from a single building seems a little too powerful. Then again, pretty much no-where has mobile signal in UD anymore anyway because no-one bothers, so this might just go unused...
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Post by mrnoname001 on Nov 2, 2007 3:06:23 GMT
I can't disagree with you there. Thats the worst part simply put. All the codeing that would be involved with it. Then again......makeing one place the power hub for a community might just make a whole new aspect to the game? Make a new building that people will use as a stronghold maybe? Definately a new building that the Zeds would want to take out no?
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Post by kain703805 on Nov 2, 2007 15:17:13 GMT
How about you have to ruin a certain number of buildings around the one you want to off line e.g. 4 of the 8 ajecent buildings.
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Post by Ty on Nov 2, 2007 16:33:54 GMT
How about you have to ruin a certain number of buildings around the one you want to off line e.g. 4 of the 8 ajecent buildings. Nice idea. I'd go as low as 2 or 3.
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Post by skyvia on Nov 2, 2007 20:23:22 GMT
Well i would go with the idea that each burb has a building with a 'transformer' (no not the robots) that has to be maintained (not ruined) like the cell towers, and that the both the power stations would have to be 'maintained' to run the half of malton that they provide power with. Any way those are my thought's on the subject, just don't take credit for this idea
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Post by Ty on Nov 2, 2007 20:54:28 GMT
Hmm... that's a good approach, too. I don't know about one per suburb, though. Seems like there should be a couple.
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Post by mrnoname001 on Nov 2, 2007 21:49:14 GMT
break it into 4 per suburb. One for each corner in a suburb....and maybe replace one of the wastelands with a "power substation". The substation has to be maintained to power the suburb, and then each transformer has to be maintained to power each quadrant of the suburb. As well as the power stations being maintained and powered to provide there equivalent half of the City. How's that sound?
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Khallos
RP Moderator
The Duke of Ditchington
Posts: 1,507
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Post by Khallos on Nov 3, 2007 14:14:06 GMT
Hey, hey, hey! Lets not make it TOO easy, people. After all, having power both ups the find rate of all items and also gives special bonuses if you have the right skills in the right building. ONE transformer per suburb.. if at all.
And i like the power station idea, hehe, it gives another position for humies to defend.. yes, thats right, stretch yourselves thin.. *cackles*
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Post by mrnoname001 on Nov 3, 2007 16:57:56 GMT
I was thinking along the lines that the substation has to be operational before the transformers are able to work. So really all you have to do is attack the one place to knock out the power to an entire suburb. I wsa trying to make it easier for the Zeds to kill the power so that the survivors would really have to work for it so they don't have to constantly have to get fuel. Whatcha think Khallos?
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Post by kain703805 on Nov 16, 2007 7:49:31 GMT
Maybe if it gave a hint as to which sub station has been taken e.g. "All the lights from X to Y blink out as one"
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Post by mrnoname001 on Nov 18, 2007 3:28:13 GMT
That part would be easy. When a transformer goes out it says. "The lights in the (insert quadrant here) corner of the suburb all go out"
or alternately if the main sub station goes it says "The lights in the entire suburb suddenly go dark"
Lastly if the power station for that half of the city goes it says "With a dieing flicker this half of the city plunges into darkness"
So what do you all think of this idea? Is it workable? Do the zeds like the idea of another resource they can attack and do the survivors like the idea of another resource they will have to maintain?
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Khallos
RP Moderator
The Duke of Ditchington
Posts: 1,507
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Post by Khallos on Nov 18, 2007 22:51:48 GMT
Hey, any idea that gets the survivors out of thier little fortresses and distracts them further is fine by me.. though, im not the sole representative of the Zeds. Besides, its not as if every single building doesnt allready seem to have a working generator allready.. at least where i am *sighs*
But.. one thing.. i still thing it should be ONE substation per suburb, seeing as thats how it works in real life. Also, where possible, it should be as far away from Hospitals, Malls, Forts, Police Stations Etc as possible. Just to stop the survivors from fortifying just a few buildings next to each other. Spread em out a little, ya know?
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Post by kain703805 on Nov 19, 2007 16:50:10 GMT
The only time i go out of my pub (By the way in game a only stay in 1 pub) is to fuel surronding buildings for comminications
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Khallos
RP Moderator
The Duke of Ditchington
Posts: 1,507
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Post by Khallos on Nov 20, 2007 11:35:59 GMT
>.> ... are you an Edgecome family member?
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Post by kain703805 on Nov 26, 2007 7:49:59 GMT
No suprisingly.
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