Power pack power idea(s)

KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
For the power pack I'd like either a circle showing the power range, or I'd like it if the power node had a certain length of cabling which it sends out to structures. Once you run out of cable, no more power can be provided, this with a graphical wire from the node to each of the rine structures would also be nice I think.

Comments

  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    If you click on a power node is does show a circle showing power range. I'd prefer that the power range also be shown when placing the pack though.
  • Jason WhoreJason Whore Join Date: 2011-04-11 Member: 92514Members
    edited August 2011
    i support the cable idea... if that is possible.. maybe uwe could reuse (yet to be coded) the cyst/vain code?
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    Even if this cable idea isn't considered, I'd like to see the power radius when placing a power pack.
    As for if they did take this idea, likely the price of a pack would have to be lowered a bit, depending on the limit you had in mind on cables.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited October 2011
    Power packs should be like batteries and have to be charged in a powered area first.
    EG:10 seconds to fully charge, Then picked up by a player and escorted to it's destination.

    They should drain over time EG: 5 Minutes of power per pack.
    Giving more importance to power nodes and keeping them up, power packs are a stop gap only in emergencies.

    Must be researched

    Spawned uncharged.

    Auto recharge in powered areas

    Power packs could not recharge one another.

    You should be able to carry them through phase gates.

    Want to keep an area powered only by power packs, You would need 2 packs minimum and someone would have to keep replenishing them within a powered area every 5 minutes.

    Bonus: Watching a marine run through an unpowered coridoor lighting it up, Only for it to darken again, would look great and be very atmospheric.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Problem with treating power packs as batteries makes them unusable in areas that have no power to begin with. Crossroads, crev, alien start, etc (summit). It also nerfs the power pack which works quite well the way it is. Letting marines start carrying structures might be a step back from the gameplay direction this game should head int, I believe at most marines should worry about building structures, let alone maintaining power fields by replacing batteries.

    Interesting idea though.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    Areas without power are designed to be like that. And not all maps will be like summit.

    As for carrying them around. Fair enough.

    So leave the power pack as is, but give them a timed power drain that starts when an area becomes unpowered or is unpowered.

    Infinte power is stupid. The power pack should be a stop gap/backup.

    If you want to hold a base in a unpowered location it <u>should</u> cost you. 10 res every 5 minutes. It's not exactly a lot. They are more likly to be eaten first before running out of power.
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