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Poll for C9 power revolution
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Would you like the proposed power system to be added in C9 instead of the current?
Yes
69%
 69%  [ 27 ]
No
0%
 0%  [ 0 ]
Maybe with slight changes to it
17%
 17%  [ 7 ]
Only with huge changes to it
5%
 5%  [ 2 ]
Do not touch my current laggy and noob-punishing power system!!!!
7%
 7%  [ 3 ]
Total Votes : 39

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Nakamura

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hungary
PostPosted: Thu Apr 18, 2013 4:20 am    Post subject:  Poll for C9 power revolution
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I come forward with the new Power mechanic for the complex mod I came up with (must be the 6th iteration or something). It wouldn't need all of the scripts and constant checks the current one does, effectively eliminating some of the lag caused by the extra scripts.

The basis of this power system would be PREREQUISITES.

Each production and super capital ship would require power modules to unlock activities and equipment. Further power modules would increase the physically not existing (not in the code) power output, thereby allowing subsystems that would consume too much energy currently (beam weapons, defense fields etc etc)

The power station would be the basis of creating a higher level power module - it would act as a local power provider, increasing the build speed and navigation/attack in a 30km range.

Here's how it would all work :

Level 1 power generator :
•Cost : 500 RU

•has no prerequisites.

•All research division activities and equipment will be unlocked once this is built on the housing ship. Example : I build this on my carrier. Now I can build things that have the research division prerequisite.


Power station builds experimental power plant 1 = current first magnet

• Cost : 1000 RU

• PS now "creates enough power to commence higher level power experiments"


Power station builds power plant 2

• Cost : 1200 RU

• PS now creates enough power to reach a breakthrough soon

.
.
.

Power station builds power plant 4 :

• Unlocked level 2 generators


With level 2 generators you'll be able to use all the science division equipment on your housing ships. A level 2 generator should cost 1000 RU.

.
.
.

Power plant 8 should make level 3 generators available. These will make engineering division equipment work properly. Cost at 1500 RU.


Note : The prerequisite of a level 2 power module is the 4 toroidal magnets, and a level 1 power module on the given ship. Level 3 modules need the 8 magnets and level 1 and 2 modules on the housing ship.

The of the additional cores should be boosting every stat by 25% to a docked ship. Limit the number to 5.

For vaygr, the upgrades would provide the next level of power generators the same way, with #1, #4 and #8 as the milestones. Their manufacturing bonus would not be localized, but it would be only +2% per research, and +1% for maneuvering and firing/targeting.

Now, vaygr won't work through research layers, so the levels would look like this :

• Things requiring lieutenant rank would also require a lvl 1 generator on the ship that builds them

• Commander rank : lvl 2 generators

• Captain : lvl 3 generators

Super capital ships will all need one of each module, however at a reduced price. Their versions of the power modules will only cost half of the standard ones. This means the super capital class will require 250+500+750 RU-costing power modules to be ready for high tech weaponry.

Now, why is this good ?

1) Punishment by power system and frustration of new players completely eliminated.

2) Simple to code, possibly a lot less lag than with the current power system, as the current actions won't have to be monitored.

3) Simple prerequisite system that benefits strike craft and frigate play in favor of the still largely dominant capital ship rushes

Now, WHY is this bad?

1) It will take time to create places on the capital ships for power modules.

Workaround : Do not make these (the generators) physical modules. Let them be virtual, like the station power ups.

2) ???

I hope you like it.


Edit : Fixed a logic fail about production capitals.

Edit 2 : Completely reworked to not include battle capital ships, nor punishing elements.

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Last edited by Nakamura on Sun Apr 21, 2013 12:45 am; edited 4 times in total
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uk
PostPosted: Thu Apr 18, 2013 8:58 am    Post subject:  
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I like this, can we please have it in C9 or even a later version of C8 Very Happy

It just makes so much more sense that ships have their own power source, plus it eliminates the need for the Hiig player to build the power station as early as we have to currently, that can be a real chore sometimes, most inconvenient.

It wouldn't bother me if the generators were virtual modules. I'm sure there are some players out there who'd relish sending in squadrons of bombers to zap the generators, but if you think about it such a vital part of the ship would be built internally anyway to protect it.

I really think that what has been suggested here will aid greatly in making the mod even more playable.
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ALC

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ireland
PostPosted: Thu Apr 18, 2013 3:54 pm    Post subject:  
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Yes.
This way of doing power is well thought out.

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usa
PostPosted: Fri Apr 19, 2013 4:59 am    Post subject:  
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Seems fine like it currently is really.. I really enjoy the punishment vs rewards aspect of it >>> " for experienced RTS players only.
In a world of simplified games often under pressure to do well commercially, our challenge has been to create this ambitious project, for those who want more from a modern videogame."

Edit - But maybe build a test version of it and let the people test it out before any final commitments are made, yea??

PSS - Ive tried the CRM mod and I have to say removing the power from it made the game kinda dull for me.. made it feel like every other mod out for homeworld 2
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Nakamura

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hungary
PostPosted: Fri Apr 19, 2013 5:07 am    Post subject:  
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To be honest the change I suggest bears a similar amount of a noob punishing factor than the original power system, as each capital ship without a power module would only function at reduced effectiveness in every regard.

The goal of this is to have a virtually individual, as in "per ship"-style power instead of the current global one, that doesn't really add up with the homeworld-lore.

It would make sense that the extra weapons we are making need more generators, but remote space power grids go a bit too far in my opinion.

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usa
PostPosted: Fri Apr 19, 2013 9:59 pm    Post subject:  
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To make sure I completely understand this system, please tell me which of the following are correct:

1. The power system only affects capital ships.
2. Only production capitals use more than one Power Generator subsystem.
3. For a production capital to build a ship, the production capital must have the Power Generator subsystem corresponding to that ship's research level (e.g. Shiries would require a Level 2 Power Generator).
4. Ships do not start with any Power Generator subsystems.

Then, some questions:

5. If Level 1 Power Generators have no prerequisites, what does Power Plant 1 do?
6. Do Power Plants 2, 3, 5, 6, and 7 do anything?
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ireland
PostPosted: Sat Apr 20, 2013 2:16 am    Post subject:  
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PublicEnemyN7 wrote:
PSS - Ive tried the CRM mod and I have to say removing the power from it made the game kinda dull for me.. made it feel like every other mod out for homeworld 2
Interesting! Hmm, brings an appreciation for Power.
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Nakamura

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hungary
PostPosted: Sat Apr 20, 2013 4:06 am    Post subject:  
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ProtonZero wrote:
To make sure I completely understand this system, please tell me which of the following are correct:

1. The power system only affects capital ships.
2. Only production capitals use more than one Power Generator subsystem.
3. For a production capital to build a ship, the production capital must have the Power Generator subsystem corresponding to that ship's research level (e.g. Shiries would require a Level 2 Power Generator).
4. Ships do not start with any Power Generator subsystems.

Then, some questions:

5. If Level 1 Power Generators have no prerequisites, what does Power Plant 1 do?
6. Do Power Plants 2, 3, 5, 6, and 7 do anything?


1-4 are all true. I could imagine super capitals needing more than 1 generator though.
Some power plants on the station merely unlock the next, which might unlock a generator.

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usa
PostPosted: Sat Apr 20, 2013 5:32 am    Post subject:  
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Nakamura wrote:
I could imagine super capitals needing more than 1 generator though.

I'd sooner just have a Level 4 Power Generator.

Nakamura wrote:
Some power plants on the station merely unlock the next, which might unlock a generator.

Assuming that means Power Plant 1 doesn't do anything, then that means the only actual gameplay impacts are on Power Plants 4 and 8. Instead of having six intermediate steps that don't actually do anything, just have "Improved Power Plant" which costs 5000 RU and unlocks Level 2 Power Generators, and "Advanced Power Plant" which costs 8000 RU and unlocks Level 3 Power Generators.
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hungary
PostPosted: Sat Apr 20, 2013 6:13 am    Post subject:  
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Not really, because additional power plants would increase the ranged boosts by the power station.
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PostPosted: Sat Apr 20, 2013 7:25 am    Post subject:  
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Okay, you didn't mention that earlier.
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Nakamura

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hungary
PostPosted: Sat Apr 20, 2013 7:32 am    Post subject:  
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Quote:
The power station would be the basis of creating a higher level power module - it would act as a local power provider, increasing the build speed and navigation/attack in a 30km range.


Quote:
For vaygr, the upgrades would provide the next level of power generators the same way, with #1, #4 and #8 as the milestones. Their manufacturing bonus would not be localized, but it would be only +2% per research, and +1% for maneuvering and firing/targeting.

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PostPosted: Sat Apr 20, 2013 7:57 am    Post subject:  
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The first one didn't say anything about having the bonuses scale with power plants.

But I understand now.
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Nakamura

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hungary
PostPosted: Sat Apr 20, 2013 8:19 am    Post subject:  
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It works the same way currently by the way, except for the fact that the effects aren't local.
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PostPosted: Sat Apr 20, 2013 2:40 pm    Post subject:  
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To a certain point you're talking about power emitters and power receivers?

I have this vision for some time now. If the bridges would be targetable (subsystems) we could destroy them leaving the rest of the ship in a blackouted derelict.
This would be a MOD alone once you gotta turn every bridge into a susbsystem (if viable) and would have to create animations with different textures to overcome the present hull (just like badges). The animation would occur instantly. And also the ship would have the behaviour of drifiting loosely (scripts)...
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