Energy management
Introduces Energy Units and per-construct energy management, applied to for example to industry units and weapons. This goal of this feature is to introduce more balancing options in these gameplays.
Comments: 57
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07 Oct, '20
SkycraftVery need!
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07 Oct, '20
Grimmstoneneeded for balance
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07 Oct, '20
TheFlyingCatYes please, as a player that mainly focuses on shipbuilding im all for changes that give the building/desing process more depht than i currently has. An energy management system would add another part of shipbuilding you need to get right and balance wich is exactly what i want.
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07 Oct, '20
AlelockIf implemented, please roll out gradually so smaller groups can build up their power infrastructure for when it is fully implemented. Otherwise, players will log in one day and be unable to use any of their industry.
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07 Oct, '20
AnomalyThis is badly needed to curb the plague of xs metacubes. What is powering those huge guns?
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07 Oct, '20
IanThis will be important especially for Combat, so we have to actually have to think more about our Weapon choices. Currently, engagements take only minutes since there is hardly any reason to use Smaller weapons or bigger Core units. So if the System is designed in a way that it actually allows for larger Warships to be useful and you don't get blasted into oblivion by large railguns and Missiles from a small ship then I'm all for it
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07 Oct, '20
MrFreakzorzthis will make u help think more about ship design and such. plus more thinking of industry besides just plopping it down.
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07 Oct, '20
KaimortaIndustry is too easy right now.
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07 Oct, '20
zelrunmore power
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07 Oct, '20
JacobI would love to get the power managment in, and stuff like solar panels, reactors, meybe even windmills and stuff, to make energy, at the moment having super big factorys is easy to make, when you dont need to think about power for industry.
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07 Oct, '20
Garrick_DallasWith resources for energy generation and energy storage.
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07 Oct, '20
BardNautYes please
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07 Oct, '20
DAVIDthis should be critical as it will be one of the most impactful /disruptive elements introduced to the game. Would also address a lot of balancing issues such as current PVP meta's. I feel if pushed out to later in dev cycle, implementation will become exponentially harder as there will be more systems to balance against power.
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07 Oct, '20
DmitriyVery good!
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07 Oct, '20
ShockerayI am personally not looking forward to this feature, as in my opinion it only limits what is possible without adding anything engaging.
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07 Oct, '20
SethcranI think there are 2 main ways to interpret this that aren't super clear. Does energy mean "here's a maximum amount of energy your core can handle, thereby capping the number of elements you could run on a core", or does it mean "You now have to provide fuel to run that massive factory".
Assuming the former, I'm concerned for industry that this would lead to significant manual work for larger factories unless we also allow cross-construct linking/transfering. -
07 Oct, '20
ParadineApply energy to all non-decorative elements
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07 Oct, '20
ZarkashEnergy producing industry units would be a natural fit here;
* Powerful fuelled reactors (fusion/fission. Tier 5)
* Medium power fuelled generators (Coal/other fuel. Tier 3-4)
* Weak but cheap solar panels and windmills (Tier 1-2)
Lots of possibilities for more advanced energy management and production chains -
07 Oct, '20
SmilingBandit77I would also love to actually get physical destructible cabling and piping between elements... And with that, the ability to crawl through access tunnels in your ship to repair said cabling and piping. Could work similar to the line tool where you click voxels or elements to route them through the ship and along accessways.
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07 Oct, '20
HodoBring balance to PVP and kill the cube meta!
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07 Oct, '20
LumberingTrollCan we get more information on "Energy Units"? Is it a generator that provides X amount of energy you then use the link tool to connect to something to power it? How is it maintained? Does it take a fuel of some kind? Is there a limit to how many of these generators can be on a core? Hard to vote for something when we don't have detailed information on it.
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07 Oct, '20
MrCanadianI think Energy managment will also help solve the specialization problem in the economy. Right now, its not terribly difficult for a reasonably sized Org to make a Mega factory that produces almost every item/element. While I think that should still be possible, with the inclusion of energy gameplay it should be very difficult. forcing people/orgs to focus on a specific industry as a source of income, and leveraging the markets for the components they need.
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07 Oct, '20
MucusIntroduce solar , thermic ground and wind generators that can be added to a construct to increase energy capabilities as additional elements.
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07 Oct, '20
CheatleI agree with the power systems balancing things out in game.
I would like to see each core generate a minimum amount of power (think small to large nuclear reactors), and then multiple different types of generators (Solar, Wind, Geothermic, Nuclear, Cold Fusion, Etc).
While this system should be implemented for balancing reason, it shouldn't be complex to implement. I don't think we need massive connectors, links, cables etc, just allow them to be added to a construct. -
07 Oct, '20
TomislawI think you are overcomplicated the problem.
In my opinion the best and fastest idea is to have energy unit associated with construct core instead having additional elements.
Pvp meta will just switch to slapping as much energy generators to xs core as possible -
07 Oct, '20
devuWhole civilisation was build based on energy demand, we cannot deny it in this world! We evolved and used even more energy intensive technologies. It is the easiest way/tool for you also to balance the game out!
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08 Oct, '20
Jake ArverIf energy/power is going to be a buff only like NQ has hinted at I think this is not worth the time as that is what Talents are for. Power/Energy should be what defines and determines how you build, what core you choose and what combination of elements you can add to it I could see the inclusion of batteries to extend available power where this would balance in mass.
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08 Oct, '20
Lucitygrav gens need this for balancing badly, can carry unlimited weight with 0 cost.
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08 Oct, '20
SuperBrainEnergy management for dynamic cores is a must as it will bring a lot of balance. For static cores, you have to introduce construct linking and transfer before adding energy management, as limiting energy output vs energy used by elements would potentially negate the need for L cores and instead require multiple M cores linked together, where each is specialized for part of the industry chain. Would be an interesting game mechanic if nobody can make a giga-factory that makes everything.
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08 Oct, '20
borzolthis should be top priority!
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08 Oct, '20
TrusinYes please. With power lines similar to the connect tool .
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08 Oct, '20
Mal ReynoldsThis would be awesome. I think cores should auto-generate enough energy that new players don't have to worry, at first. Solar, wind, geothermal, nuclear generators with each planet having variable production rates for each (except perhaps nuclear). Batteries, for long term stored energy with discharge rate. Capacitors for weapons with draw rates and max bank size. Weapons with variable energy requirements per-shot.
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08 Oct, '20
Stig92This would revamp and ad a new dimension to building anything (which could be good if done well) and as such should be introduced sooner rather than later if it is introduced at all so people don't spend months building fleets that are nonfunctional after energy becomes a thing.
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08 Oct, '20
DeadmonPlease dont make this just another fuel sink unless there are passive ways to generate energy cells such as solar/wind/fusion that cost a lot to make initially, or take up a lot of space in the -static- construct. Dynamics having generators or whatever is fine, so long as they arent small elements that wont effect ship design at all. Assume players will stack them tight to get past any energy limitations they can.
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08 Oct, '20
Tybot3000This is absolutely necessary for design balance and variety. The longer we have to wait to implement it the harder it will be for everyone to rip off the band-aid when it does happen.
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08 Oct, '20
Treelover69Adding energy management to industry will do 1 of two things depending on implementation.
1) Introduces an energy cap per core
-> This would be bypassed by multiple small cores and limit the potential for a factory to grow in complexity and fun.
2) Introduces energy as a fuel
-> This would create busy-work that would only add to the amount of time you need to spend mining.
I think in either scenario this is doesn't actually add depth to industry as a system and is just a limiter. - Trees 2.0 -
08 Oct, '20
AgentZer0This would be a cool idea and I like the idea of having to feed power plants fuel... Would love to see them implement other types of fuel that could be used for this that require hydrogen and oxygen as part of the recipe to create as currently you get so much excess of these material from refining ore that it ends up creating storage problems. So anything that helps you consume this material would be a godsend.
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09 Oct, '20
Stephanatorfor industry, finally a use for all that extra O and H! allow option for energy weapons to draw from local grid rather than using ammunition charges. heat management should also be a part of this system. need to cool a reactor, need to cool gun barrels and laser emitters. have some interaction between number of shield emitters, surplus power, generation rate, etc for shield strength calculations. more power, more damage absorbed, more emitters, faster recharge when not taking damage, etc.
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09 Oct, '20
dragonspaceI like this idea for helping balance ships and industry. I agree with Deadmon and would like to see a variety of energy generation elements, such as fueled generators, solar panels (various sizes and shapes), wind turbines (if wind is in game), etc. Cores can have a energy capacity limit that is affected by talents or maybe even add-on elements that augment a core's energy capacity. These can then allow for interesting choices for design, such as aesthetics, competing purposes, cost/benefit.
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09 Oct, '20
Dmitry NesterovI support. It would be great if there were many types of energy extraction and production: Solar panels, wind turbines, water turbines, biofuel stoves, coal stoves, oil stoves, nuclear reactors, thermonuclear reactors, antimatter reactors, ZPM (zero point module. It's like in TV series Stargate Atlantis, but it's only alien technology). Thermoelectric converter (converts temperature differences into electricity). Hydrogen reactor.
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11 Oct, '20
ShazbotI would assume the power would come from the 'Core Unit'. If that dies everything is dead anyway.
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12 Oct, '20
FpsRawbIf xs ships wanna launch big firepower they should get a xbig opposite push, good luck pinpointing and salvaging your kill
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13 Oct, '20
IBFroggyThis will only be an good idea if it does not limit the Solo/Small group players from having the same amount of industry as the bigger corps. If this feature is to force players to group together or restrict their size of factory then this feature will cause players to move away from DU. I am talking from a Industry focused player. If you are forcing me to only manufacture small stuff due to power limitations then it will completely kill the game for me. Good idea though if implemented properly.
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14 Oct, '20
borzolIBFroggy i dont understand people like you that think solo players should be as powerful as organizations. Its not true in real life and it shouldn't be in a game because it doesn't make sense.
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16 Oct, '20
BlazeneticWe officially demand this.
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16 Oct, '20
IBFroggyBorzol maybe you understood me wrong. I am not saying that a solo player or small group should be as powerfull as big orgs. I never said that. The point I am trying to convey is that it seems that all online games are trying to force out the solo/small groups. This is what I am trying to prervent. All I said was that I as a solo player should not be limited to the amount of industry. Fueling that industry is another matter as I dont have the manpower to feed the machine but it stays my choice.
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22 Oct, '20
FemDont go crazy on factories and make it where you have to mine 100s of hours just to run stuff. I can see that getting out of hand.
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22 Oct, '20
tonitotaly agree with some creative ways to store engergy, batteries of corse and maybe a silo for hydrogen, wich store the gaz with high pressure (much more capacity then a L container) and has to be connected to a generator.
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25 Oct, '20
AraevinEnergy Management.
It would be more interesting to have to manage power for our land based constructs.
Having options from Solar Panels, to Wind Turbines, to Mining for and burning fossil fuels, and digging for Geo Thermal souirces.
Then, be able to store, transport, and optimize power.
That would get people out of the factory and into the world to explore. -
25 Oct, '20
NoRezervationzThis may be needed, but we need a way to provide a non-tedious way of providing energy to our bases and factories. If we have to hand mine/gather the resources to burn (thinking bio-mass burners like Satisfactory) to generate electricity, I'm done with the game. It's a huge time waster and detracts from other elements that are more important.
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26 Oct, '20
RogersWould love this if done right (pls not just grind for sake of grind). Also for much needed pvp options like shields and ecm etc.
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28 Oct, '20
Neo_OPlz implement it just for ships and not for industry unles you implement at same time auto defense features Plz don't brake the game balance it
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29 Oct, '20
monopoliThis is a great idea but I also think solar power should be a thing, especially for space stations and ships that can travel out of atmosphere
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24 Nov, '20
GendGoal of this feature sounds like "grind more stuff to fire up your factory", we need downvote option :)
you already make me playing days to get L Atmo engine for examlpe but beware that L Atmo engine is no achivment players want to invest that much time no matter how they get it , buying or crafting. Its just an Engine and this feeling can be transfered on most Items. -
06 Dec, '20
MountainBergcould be great to "manage" it but not great for more grinding to run something
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20 Dec, '20
KentWhat's the point of "limiting" the amount of industries you can have on a core ? We will just need to deploy many cores to achieve the same thing.
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07 Feb, '21
BazookatoothI think a solar or water power system would be nice, so many watts per unit, so much consumption per machine. Also add an electrician tree.