#Make power plant actually produce power.

17 messages · Page 1 of 1 (latest)

harsh drift
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Obviously not every zone needs a unique feature/strategic asset beyond the control point, but cmon, it's a literal power plant. Let me use it to power stuff on that little island, and maybe allow us to daisy chain power pylons to send some power further out?

For balance purposes it shouldn't produce more than the power needed for a medium-sized base, so maybe have it produce 200-250 energy?

torpid delta
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it works globally, but supplies less power the further you are from the zone

harsh drift
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Feel like that'd be too OP, would remove the point of pylons.

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Having to male sure defenses don't lose power is an important part of base management

midnight drum
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or mayybe just have it as an need to defend post. like it is a power plant and if it get destoyed some safe civilians will get no protection from Feks electric store soors or bunkers. a fun little thing there

midnight drum
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How can i explain. Like you as CERC need to defend the powerplant from undead attacks. If the power plant is lost the city loses its power and the infection spread faster 🙂

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But as an turn on option

harsh drift
lucid finch
mossy warren
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Sorry for joining in way late but I get the idea of what dramalama was trying to say

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Basically my idea for this would rather then being increased infection rates the street lights and other powered infrastructure turning off on the map

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For example: You loose the power plant and now the street lights have no power, the neon signs are out, the billboards are not lit up, and civilian hospitals (if implimented) fail to treat paitents if multiple CERC generators are not set up

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My idea is to have the street lights provide the same bonuses as the searchlight but without a highly reduced fog of war reduction for the closest ones only

fresh anchor
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Some special points of interest like that would be pretty cool imo, would add some additional depth and a bit more life to the map.

lilac flower
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I like this idea

gritty dew
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What about Power plant assets that are garrisonable power features already on the map. They could have health and when they go down power is lost in the whole zone or connected island ( ambient night lights go out). They could work just like a beefy generator with a slightly larger radius and power output. This would justify an increase to the cost of generators so these points are an early priority. I find it very easy to spam generators and rarely every use power lines.