#Power Station Rework (for high level plots)

1 messages · Page 1 of 1 (latest)

limber citrus
#

The goal is to make the game more fun, flexible, without taking away the grind and mechanics of the early/mid game economy.

Current utilization of Power Stations on high level plots:

  • have some high level power stations (lvl 9) for the power
  • fill EVERY free space up with power stations (just for the efficiency bonus)

Problems with the current system:

  • very very annoying restructuring of plots (it is an absolute pain in the a**)
  • imagine buying a plot and fully restructuring it (you won't buy the plot in the first place)
  • it is NOT possible to fully restructure your plots (without losing you full time job) - especially in a Megacity (maybe also single plots) due to lags that have to do with power/path calculation (so it would be good to at least reduce the amount of buildings we have to move aka less power stations)
  • it just does not look good

SOLUTION (idea):
Let EMPTY SPACE near level 9 power stations have the same effect on efficiency as power stations!

To be more precise: A level 9 power station should work exactly the same way BUT additionally have a zone of influence around it where a single square gives 1/4 the efficiency bonus of a power station. (since a power station is 2x2 = 4 squares in size). The zone of the level 9 Power Station can be the same size like it is now. (Overlapping of level 9 zones can be dealt with easily - just let the bonus of the free space count only once).

Benefits: A LOT:

  • it makes restructuring plots possible and fun! (it does NOT take a way the grind and dynamics of early / midgame!)
  • reaching level 9 power stations aka endgame forms a new and exciting stage of the game --> it makes space for NEW buildings (training-gyms/plant-farms/illuvial-recruiting etc. and many more ideas!!!
  • plots look much better

Please let me know what you guys think of that idea, or if you think that a modification of that idea could be good.

thin obsidian
#

It's for sure an interesting idea, thank you for that quality feedback post. 🙂

I guess it would make layouting a bit easier, since you often can have single squares not usable which would still grant efficiency in this case.
Doesn't have to be necessarily a bad thing, but i guess it would take away a bit from the skill ceiling.
(Could also make it actually similar to how it now works and just grant the efficiency to empty squares nearby powerstations if there are 2x2 squares free, if other people would see that as a problem.)

Unfortunately there's a dev stop for Zero, so don't get your hopes too high that this would be executed any time soon.

limber citrus
#

Glad you like the idea!
Did not know that there was a dev stop for Zero currently 😬

Yes one could think about different versions of that idea for example with free 2x2 space but that would require to calculate the maximum of 2x2 squares for any given free space. Not sure if that is easy to implement. I think it is just better to go for: 1 square of free space in the influence of a level 9 power station gives 1/4 the efficiency bonus of a power station.

As for the skill thing, I think that the current system with power stations does NOT require much skill in the lategame. The skill is more like who wants to deal with frustration. If I try to restructure my megacity I have to deal with lag EVERYTIME I move a power station for example. I have to move hundreds of them... and even without lag it feels very artificial and annoying

thin obsidian
limber citrus