"TENT" Emergency Power System
SgtHydra
Join Date: 2007-11-29 Member: 63046Members
<div class="IPBDescription">Revised Generator Idea</div>Saw <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113728" target="_blank">this thread</a> and played with the whole generator concept a bit.
Here's what I got:
The "TENT" Emergency Power System: Allows for the construction of power packs (and maybe those electrified extractors that I remember from NS1). High cost would be necessary to keep it from being build too early. At least one must be present on the map in order for power packs to function.
Standing for "<u><b>T</b></u>eslaian Wireless <u><b>EN</b></u>ergy <u><b>T</b></u>ransmittor," it uses the long mocked concept of wireless energy transfer (more on that <a href="http://en.wikipedia.org/wiki/Wireless_energy_transfer" target="_blank">here</a>) that Nikolai Tesla first proposed way back in 1901. While <a href="http://en.wikipedia.org/wiki/Wardenclyffe_Tower" target="_blank">he did build a prototye</a>, he never got it fully functioning due to funding issues. However, the TSA would certainly have the money to get the technology working and would have a completely legitimate motive for wanting to have it (rats and skulks find electrical wiring to be delicious).
While this is indeed the same Tesla who invented the Tesla Coils, but please don't confuse these two inventions. Tesla Coils basically make lightening bolts. Wireless energy transfer uses microwaves to power stuff. Completely separate concepts and need to be treated as such.
To explain it a bit further:
TENTs take electricity from the local power grid and converts it into electromagnetic radiation. This is absorbed by the power packs and converted into energy, which powers nearby machines. Think of the TENT as the Sun and the power packs as solar panels. Exactly the same concept, only with microwaves instead of visible light.
However, unlike the Sun, TENTs do not generate any electricity at all, only convert it into another form that power packs can absorb. TENTs will never replace the local power grid, since that's where they get their own electricity to begin with.
TENTs cannot power themselves (no free energy) and power packs can never meet the large electricity requirements of a TENT, so a TENT cannot power another TENT, nor can they power each other.
TENTs will always require a functional power node to be nearby in order to function an can't be rigged to somehow operate free of the power grid. No working power nodes, no working power packs. Simple as that.
So yeah, no coming up with bright ideas that break either the game or the laws of thermodynamics.
Optional idea: TENTs could be required to be built on technology points, much like a comm chair. Aliens need to build multiple hives, but Marines don't really need multiple comm chairs. At least, not all the time.
---Addendum: Of course, Marines do need to rebase, so it'd be fair to allow a Marine comm to convert TENTs into command stations and perhaps vice versa (though you would never be able to convert occupied comm chairs, of course, thus preventing you from building a TENT from the comm chair you are in). Should there be no comm chair present, the TENT would convert automatically (but after a time lag and in a slower fashion, so as to chide the marines for not being wise enough to convert it themselves).
For me, having TENTs as a regular building that can be placed anywhere detracts from its importance a bit. But on the other hand, sometimes you genuinely do need more than one comm chair.
Hopefully, I've kinda gotten a happy middle ground there.
But still, the optional idea of TENTs built on Tech Points is still an optional one. So yeah, don't get too worked up on that bit. In the end, it really is just a prerequisite building for power packs (which aren't spammed much now, but probably will be as maps grow larger and have more areas without nodes). It'll get annoying when marines can set up turrets faster than aliens can spread their creep.
Even if this isn't that great an idea, it still opens the door to potentially having other buildings (besides hives and comm chairs) that can be built on tech points. Sure, we might only have six max right now, but imagine what could be done with more than that when you have more uses for them. Tons of potential. Really make this feel like an RTS.
Just a little thinking ahead. Know we're certainly not in dire need of this, but I do like the fluff behind this.
Here's what I got:
The "TENT" Emergency Power System: Allows for the construction of power packs (and maybe those electrified extractors that I remember from NS1). High cost would be necessary to keep it from being build too early. At least one must be present on the map in order for power packs to function.
Standing for "<u><b>T</b></u>eslaian Wireless <u><b>EN</b></u>ergy <u><b>T</b></u>ransmittor," it uses the long mocked concept of wireless energy transfer (more on that <a href="http://en.wikipedia.org/wiki/Wireless_energy_transfer" target="_blank">here</a>) that Nikolai Tesla first proposed way back in 1901. While <a href="http://en.wikipedia.org/wiki/Wardenclyffe_Tower" target="_blank">he did build a prototye</a>, he never got it fully functioning due to funding issues. However, the TSA would certainly have the money to get the technology working and would have a completely legitimate motive for wanting to have it (rats and skulks find electrical wiring to be delicious).
While this is indeed the same Tesla who invented the Tesla Coils, but please don't confuse these two inventions. Tesla Coils basically make lightening bolts. Wireless energy transfer uses microwaves to power stuff. Completely separate concepts and need to be treated as such.
To explain it a bit further:
TENTs take electricity from the local power grid and converts it into electromagnetic radiation. This is absorbed by the power packs and converted into energy, which powers nearby machines. Think of the TENT as the Sun and the power packs as solar panels. Exactly the same concept, only with microwaves instead of visible light.
However, unlike the Sun, TENTs do not generate any electricity at all, only convert it into another form that power packs can absorb. TENTs will never replace the local power grid, since that's where they get their own electricity to begin with.
TENTs cannot power themselves (no free energy) and power packs can never meet the large electricity requirements of a TENT, so a TENT cannot power another TENT, nor can they power each other.
TENTs will always require a functional power node to be nearby in order to function an can't be rigged to somehow operate free of the power grid. No working power nodes, no working power packs. Simple as that.
So yeah, no coming up with bright ideas that break either the game or the laws of thermodynamics.
Optional idea: TENTs could be required to be built on technology points, much like a comm chair. Aliens need to build multiple hives, but Marines don't really need multiple comm chairs. At least, not all the time.
---Addendum: Of course, Marines do need to rebase, so it'd be fair to allow a Marine comm to convert TENTs into command stations and perhaps vice versa (though you would never be able to convert occupied comm chairs, of course, thus preventing you from building a TENT from the comm chair you are in). Should there be no comm chair present, the TENT would convert automatically (but after a time lag and in a slower fashion, so as to chide the marines for not being wise enough to convert it themselves).
For me, having TENTs as a regular building that can be placed anywhere detracts from its importance a bit. But on the other hand, sometimes you genuinely do need more than one comm chair.
Hopefully, I've kinda gotten a happy middle ground there.
But still, the optional idea of TENTs built on Tech Points is still an optional one. So yeah, don't get too worked up on that bit. In the end, it really is just a prerequisite building for power packs (which aren't spammed much now, but probably will be as maps grow larger and have more areas without nodes). It'll get annoying when marines can set up turrets faster than aliens can spread their creep.
Even if this isn't that great an idea, it still opens the door to potentially having other buildings (besides hives and comm chairs) that can be built on tech points. Sure, we might only have six max right now, but imagine what could be done with more than that when you have more uses for them. Tons of potential. Really make this feel like an RTS.
Just a little thinking ahead. Know we're certainly not in dire need of this, but I do like the fluff behind this.
Comments
I actually considered that, but TENT is an actual word....
I really did try to put that "W" in. TWENTY... TWEEN... etc...
Maybe it should just be the "Tesla" and we'll leave it at that. *shrugs*
Teslaian Witless Idea Transmitter
harharhar, seewhatIdidthar?
naw but in all seriousness;
I dont really understand the concept, why would we need Tents if the power packs already currently power themselves?
"The power pack is a device placed by the Marine Commander. Once built, it allows marine structures to remain powered in a large radius [...]"
current implementation of the power grid is:
Power node is standalone
Powerpack is standalone
You are suggesting (from what I understand):
<b>Power Node room power source</b> <i>powers</i> <b>TENT</b> <i>which powers</i> <b>Power packs</b> <i>which powers</i> <b>Power Node rooms power source.</b>
I don't understand why you would build a TENT which is dependent on the Power node, just to power Power Packs which are supposed to bring power to unpowered rooms with Power Nodes, which is needed to be powered in the first place to power the TENT that is powering the Power Packs which is powering the Power Node Rooms Which is... (???) ...Profit?
hold up, I just read it again; I didn't notice that this suggestion was a rethinking of the powerpacks themselves, ahhhh, I thought it was just an extra building that would have been added in the current implementation of powerpacks etc.
Third read, I just realized that it's a research building for powerpacks, god dammit.
Teslaian Witless Idea Transmitter
harharhar, seewhatIdidthar?
naw but in all seriousness;
I dont really understand the concept, why would we need Tents if the power packs already currently power themselves?
"The power pack is a device placed by the Marine Commander. Once built, it allows marine structures to remain powered in a large radius [...]"
current implementation of the power grid is:
Power node is standalone
Powerpack is standalone
You are suggesting (from what I understand):
<b>Power Node room power source</b> <i>powers</i> <b>TENT</b> <i>which powers</i> <b>Power packs</b> <i>which powers</i> <b>Power Node rooms power source.</b>
I don't understand why you would build a TENT which is dependent on the Power node, just to power Power Packs which are supposed to bring power to unpowered rooms with Power Nodes, which is needed to be powered in the first place to power the TENT that is powering the Power Packs which is powering the Power Node Rooms Which is... (???) ...Profit?
hold up, I just read it again; I didn't notice that this suggestion was a rethinking of the powerpacks themselves, ahhhh, I thought it was just an extra building that would have been added in the current implementation of powerpacks etc.
Third read, I just realized that it's a research building for powerpacks, god dammit.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ummm... The Power Node in Marine Start powers TENT, which powers Power packs, which power stuff like turrets in rooms without power, like Crossroads in Summit.
The general idea here is to prevent marines from expanding faster than aliens can grow creep.
How about just making it an upgrade to the observatory. It would seem to fit its function and role as a support style building. Once upgraded, the observatory would get an upgraded dish and maybe some neat little nifty power packs attached to it or something. You get the idea.
Well, you are a problem and you are nobody, that still does not mean you do not physically exist. we can't fix you since eugenics is illegal and considered immoral nowadays. So in the end, I guess we are both a little right.
How about just making it an upgrade to the observatory. It would seem to fit its function and role as a support style building. Once upgraded, the observatory would get an upgraded dish and maybe some neat little nifty power packs attached to it or something. You get the idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is good.
Be just like an advanced armory.