Author Topic: Planetart Power  (Read 1719 times)

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Offline Oitaul (OP)

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Planetart Power
« on: April 06, 2021, 02:34:51 PM »
I was wondering what people's opinion are on having a power management for planets? So the idea would be using powerplants that can burn sorium and maybe one other mineral to produce electricity.  Maybe adding techs that increase automation by increasing construction cost and power cost, decreased worker count, but increasing the output per facility; i. e adding robots instead of people.  Just a thought.
 

Offline kingflute

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Re: Planetart Power
« Reply #1 on: April 06, 2021, 03:19:07 PM »
It is an interesting idea. I think that it would be better served by using facilities that can be built to increse power generation, although it would have to be implemented very well as it would be too easy to make it unwieldy and unbalanced.
 

Offline nuclearslurpee

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Re: Planetart Power
« Reply #2 on: April 06, 2021, 03:48:28 PM »
I would not be in favor of it.

On one hand, adding an explicit power requirement which has to be met means adding micromanagement to planets and colonies that doesn't add a lot of meaningful gameplay in exchange. What I mean is that where presently we have the interesting decision of deciding what facilities, etc. to build with planetside industry, adding a power requirement reduces the decision-making because some fraction of industry is forced to go to power production to keep industry running.

On the other hand, if it isn't a mandatory requirement then what does it really add in terms of gameplay? If I want increased factory output, I can just build more factories which, once built, don't cost me any extra minerals to get production from. Reducing the amount of population needed is interesting, but probably better served by a new Automated Factory installation which doesn't need to rely on a complicated power system, it can just be 2x the cost like automines are compared to normal mines.

It is worth noting that we already have this capability, by the way, in the form of CON components for ground units. While there's some lead time involved, this does mean we can convert a relatively underused mineral (vendarite) into population-free industry fairly effectively, although some players report that there is a lead time while the CON units fortify before they will build anything.
 

Offline Garfunkel

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Re: Planetart Power
« Reply #3 on: April 06, 2021, 04:24:17 PM »
And also, what's stopping me from using geothermal, hydroelectric, wind, solar, natural gas, oil, coal, biomass, or anything else we have used in the past to generate electricity? This would be better served in a version where Steve overhauls planets/colonies/economy on a much bigger scale.
 

Offline Droll

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Re: Planetart Power
« Reply #4 on: April 06, 2021, 04:30:03 PM »
although some players report that there is a lead time while the CON units fortify before they will build anything.

Honestly? This makes thematic sense, since those CON units are mobile construction units optimized for military fortification first, general construction second. It makes sense for a construction vehicle to have to establish itself and construct what I assume would be basic infrastructure before it can actually start to build industrial complexes, and remember that this happens on a planetary scale.
 

Offline Nori

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Re: Planetart Power
« Reply #5 on: April 06, 2021, 04:30:13 PM »
So, Aurora has always had a large civilian industry and the workers we get are just the ruling power's direct workers. I've always assumed power generation and other services are all provided on the civilian side of things. At the end of the day that is how a lot of real life countries work.
 

Offline Froggiest1982

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Re: Planetart Power
« Reply #6 on: April 06, 2021, 04:39:31 PM »
It's a factor already accounted for in the form of a reduced worker pool and identified as Service Industries.

While looks like a neat feature it will require more depth and as already said it would have to add something to the gameplay besides adding to micromanaging planets.

It was already discussed here http://aurora2.pentarch.org/index.php?topic=10249.15 where Steve did actually thought about it and came to the same conclusion.


Offline Panopticon

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Re: Planetart Power
« Reply #7 on: April 06, 2021, 04:40:02 PM »
If something like planetary shields were to be made I could see some sort of planet based power scheme needed, but like others said, as the game currently stands the idea basically just adds complexity for no real gameplay benefit yeah.
 

Offline RougeNPS

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Re: Planetart Power
« Reply #8 on: April 07, 2021, 08:05:41 AM »
I mean if Misc Installations got added you could just name an large misc installations Powerplant or whatever or Planetary Power Grid. No gameplay function. Just all the RP value.
 
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Offline xenoscepter

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Re: Planetart Power
« Reply #9 on: April 07, 2021, 09:02:40 AM »
I mean if Misc Installations got added you could just name an large misc installations Powerplant or whatever or Planetary Power Grid. No gameplay function. Just all the RP value.
- This man. This guy right here. Or girl... doesn't matter. This right here is why we need Misc. Installations.
 

Offline xenoscepter

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Re: Planetart Power
« Reply #10 on: April 07, 2021, 09:08:04 AM »
- As a quick aside, I'd like a Planetary Shield Installation. Have it scale to shields with Strength & Regen dictating it's stats. Make it have the same population requirement of a Terraforming Installation and be equivalent to a 25,000 Ton ship-board Shield Generator. Give it a tech line like DSTS, whereby Shield Size tech grants a multiplier, but you need to research that multiplier after you research each shield tech.

 - Not sure how to balance it against Ground Force Invasions, maybe have it so Fighter-Sized Craft w/ Transport Bays and/or Orbital Drops could land them without harm, but for other methods


 - Make the Planetary Shields into Ground forces like STOs, but for shields! Yeeaaahhhh!
 

Offline d.rodin

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Re: Planetart Power
« Reply #11 on: April 07, 2021, 09:15:34 AM »
I was wondering what people's opinion are on having a power management for planets? So the idea would be using powerplants that can burn sorium and maybe one other mineral to produce electricity.  Maybe adding techs that increase automation by increasing construction cost and power cost, decreased worker count, but increasing the output per facility; i. e adding robots instead of people.  Just a thought.

There is no need for that, since concept of "infrastructure" is already present.
Everything else (like need for infrastucture even if planet is fully terraformed) can be played around it.
 

Offline RougeNPS

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Re: Planetart Power
« Reply #12 on: April 07, 2021, 10:05:40 AM »

- Make the Planetary Shields into Ground forces like STOs, but for shields! Yeeaaahhhh!

This is a good idea.

- This man. This guy right here. Or girl... doesn't matter. This right here is why we need Misc. Installations.

I mentioned this in another thread before when Steve added Misc Components. I feel like it could function the same way. You dont exactly...design them. You just construct them. Small, Medium, Large, and/or Planetary Size. And then you name them like you name...Sector Commands or whatever. Quick, easy, and requires only Duranium to construct. RP value out the whazoo. And i guess you could make it so you cant transport them on cargo ships so you dont cause...issues. Edit: I have no idea how tonnage would work with them anyway but if you cant transport them i feel like it would be a bit...irrelevant. You cant exactly transport a planet wide administration supercomputer complex in a cargo ship.
« Last Edit: April 07, 2021, 10:07:46 AM by RougeNPS »