This thread should presumably be called, 'Prerelease 1.010C'.
The 'charge' system we've been discussing has been through a few iterations in my mind this morning. Here are my current thoughts;
1. All ships and turrets have a 'charge' attribute. Whilst a ship/turret's charge is non-zero they function as they do now. When a ship/turret's charge reaches 0 the following occurs;
-- Ships move at half speed.
-- Shields are set to 0.
-- Reload times are doubled.
-- Tractor beams can no longer be emitted.
-- Tachyon beams can no longer be emitted.
-- Cloaks fail.
-- Cloaking boosters fail.
2. Whilst a ship is at a planet with a friendly Command Station (which now regulate planet-wide power distribution, or something, yeah, whatever ), it does not lose charge, except in response to charge draining weaponry (Energy Vampires etc). This ensures that planetary defense is almost identical to the current system. Also, whilst at a planet with a friendly Command Station, ships and turrets anywhere in the gravity well have a passive recharge rate (very slow) that is proportional to the player's energy (Max - Used) + a base recharge rate. Ships and turrets will lose charge if the player's energy balance is negative.
3. Whilst in close proximity to a friendly generator (regardless of whether there is a friendly Command Station present), ships and turrets have a fairly high recharge rate. A small generator can recharge 10 ships simultaneously, whilst the large generator can recharge 25 ships simultaneously. A generator will need to be constructed at beachheads in order to provide charge for turrets, and potentially space docks and mobile repair stations. This generator could be a high priority target for the AI, and hence a new, 'fortified generator', could be added to the research tree.
4. Whilst a ship is in a system that does not contain a friendly Command Station, the following actions cause a reduction in charge;
-- Moving - The number of charge points lost per unit distance traveled increases exponentially with the number of hops the ship is from a system containing a friendly Command Station.
-- Firing - The number of charge points lost per shot is dependent on the ship type.
-- Repairing - Self explanatory.
Scouts are exempt from movement related charge costs. This ensures that the new system will not affect scouting. Scouts will, however, decloak if energy draining effects reduce their charge level to 0.
A passive-move command is added to cover situations in which the player may wish to conserve charge for whatever reason.
5. As we discussed earlier, the implementation of a system similar to this requires the addition of a number of auxilliary units, including Energy Vampires and Mobile Batteries.
6. What problem were we trying to solve again?
I think you basically nailed it. I will also be including some rebalancing of the energy reactors (if players are building several large reactors per planet with the current system, this would 1. cost way too much, and 2. give 100,000s of extra unused energy). The energy vampires as a ship class would wait for an expansion, but I'll probably make some sort of "energy vampire turret" in the meantime.
Here's another thought -- I'm thinking that it might make sense to NOT have movement be affected by reduced charge. We basically already have engine health for that, and having a bunch of ships lose charge and then go slow way in enemy territory is likely to be really annoying. For scouts, the removal of cloaking and cloaking booster is enough to make the charge loss deadly. For other ships, just being so much less effective in combat (or tractor beams, or whatever) is reason enough. I'd also add that force fields without charge should fail. This really sets up a very interesting local power system, which I really like.
...And now, part of me is wondering if a global energy balance actually does fit with this at all. That was basically intended to be a sort of population cap limiter, but now this new system is much more elegant and localized. I had been looking for a system-within-a-system, as I said last night, but I really like the system that we're arriving at, and I think that having the global energy costs only adds complexity that isn't really needed. Thoughts, everyone?
depends on what your goal in changing the mechanics is?
making the player spread out the reactors isn't all bad. I don't mind having to do that. but I don't want to turn them into charge-up stations either.
Preventing excessively deep penetration of enemy territory isn't terrible either if that is one of your goals as well. I can understand that as a goal.
how to balance it?
well my initial reaction is to say. sure no problem. A reactor sets up an energy field that is capable up recharging at a certain rate. this enrgy field is also capable of projecting through wormholes, but the field loses strength every time it goes through a worm hole. say energy field strength is = (energy stregth of reactor)/(1+ #of jumps from reactor) now for ease of math we will just round this number down to the nearest 10. lets pretend we have a long line of planets connected like a string of beads. with one reactor at the end of the sttring. so you get a falloff like 1000/500/250/120/60/30/10 and then nothing....
now to add the complexity.. multiple reactors have a cumulative effect say two reactors on adjacent planets in the arrangement above.
1000/500/250/120/60/30/10/0 first reactor
500/1000/500/250/120/60/30/10/0 2nd reactor
1500/1500/750/370/180/90/40/10/0 net energy field
dare we look at 3 reactors?
1000/ 500/ 250/ 12/ 60/ 30/10/ 0 first reactor
500/ 1000/ 500/250/120/ 60/30/10/ 0 2nd reactor
250/ 500/1000/500/250/120/60/30/10/0 3rd reactor
1750/2000/1750/870/430/210/50/30/ 0 net energy field
The rounding factor can be modified to reduce reactor reach. for example the 3 reactors above would look like this instead
1000/ 500/ 200/100/ 0 first reactor
500/1000/ 500/200/100/ 0 2nd reactor
200/ 500/1000/500/200 /100 /0 3rd reactor
1700/2000/1700/800/300/100/0 net energy field
or the amount of energy produced can be balanced according to the different types of energy reactors. larger reactors would obviously produce more energy and have a deeper reach into enemy territory.
then all we need is an energy view on the galactic map showing the current power distribution and energy drain.
something like this should be easy for a Database specialist to code
then ships are fine as long as the energy drain for the planet doesn't exceed the power distribution to that planet.
when it does then ships begin to exhibit the effects. the effects could be as described above. where they begin to lose "charge"
but what if you only exceed the energy by a small amount. what do you do with the energy that is making to the system?
every ship has a charge stat that shows as a percentile what its charge status is and like engine determines the effectiveness of certain systems on the ship. Just divide the power availible by the power drain to get a percentile. greater then 100% gives you a net positive change to ships in that system. a negative percentile gives you a percentile that you can use as "charge damage" to apply to the charge level of ships in that system. when the stored charge reaches 0 then game on in terms of energy shut down effects. you can use numbers above 0 to have other preset effects at as well if you want( but for simplicity i'd say leave it all at 0 for now.) Obviously some ships will be able to store more then 100% of a charge and operate outside the energy net for longer without problems.
(like scouts, let them charge to 200% but take 1/4 the charge damage other ships take for being outside the net.)
you can set the charge level to update at whatever frequency works well. the more often the better but we don't want to overload the CPU cycles. every minute maybe? your the expert on CPU load.