There are lots of characteristics that a generator might have. The output after damage is a good one, but what about stability? Generators actually produce energy within a range, so if you have a super great one it's more precise, but an old/damaged/wonky one will have a wide fluctuation of what it actually outputs. Like the generator is rated for 10kV, plus or minus 2kV.
That opens up the possibility of, say, lights or shields or maybe gravity beginning to "flicker" as you get too close to the wonky generator's max output.
Also, generators generally take fuel, so that's a whole can of worms you could open up. Maybe this one takes coal that you have to continuously stock and store, maybe that one just takes a brick of plutonium. Maybe the fuel choice has consequences for the crew, like the nuclear generator is super compact but it puts out a low level of radiation that reduces the crews' health over time.
Obviously, the actual size and weight of the generator could also make a difference when you're trying to design a ship with limited size.
Onboard energy management in a space adventure game (screenshots inside)
Quote:
Original post by justkevin
So if I want to increase power to shields, is that top bar a slider that I drag?
I'm not ready to post any screenshots, yet, I'm still nailing down some of the interface details.
Yes, it is the top slider. Interface is always a tricky thing...
[Edited by - sitwind on November 19, 2009 10:22:37 AM]
Quote:
Original post by Pete Michaud
There are lots of characteristics that a generator might have. The output after damage is a good one, but what about stability? Generators actually produce energy within a range, so if you have a super great one it's more precise, but an old/damaged/wonky one will have a wide fluctuation of what it actually outputs. Like the generator is rated for 10kV, plus or minus 2kV.
That opens up the possibility of, say, lights or shields or maybe gravity beginning to "flicker" as you get too close to the wonky generator's max output.
I think stability could well enhance the atmosphere of the game with some visual
feedback but will contribute little to the gameplay.
Increase the power output beyond normal operating range means some temporary
boost in energy but risking some kind of "break down".
If the break down is random, it take the decision away from the player.
If the break down is not random, then it is just a trade off.
The same goes with power fluctuation. if the output is 10kv +/- 2kv, the
average is then 10kv. If the fluctuation happens quickly, the player may not
be aware of it. If slowly, it becomes confusing, like the weapon reload time
is 5 sec and then 10 sec then 15 sec.
Quote:
Original post by sitwind Quote:
Original post by Pete Michaud
There are lots of characteristics that a generator might have. The output after damage is a good one, but what about stability? Generators actually produce energy within a range, so if you have a super great one it's more precise, but an old/damaged/wonky one will have a wide fluctuation of what it actually outputs. Like the generator is rated for 10kV, plus or minus 2kV.
That opens up the possibility of, say, lights or shields or maybe gravity beginning to "flicker" as you get too close to the wonky generator's max output.
I think stability could well enhance the atmosphere of the game with some visual
feedback but will contribute little to the gameplay.
Increase the power output beyond normal operating range means some temporary
boost in energy but risking some kind of "break down".
If the break down is random, it take the decision away from the player.
If the break down is not random, then it is just a trade off.
The same goes with power fluctuation. if the output is 10kv +/- 2kv, the
average is then 10kv. If the fluctuation happens quickly, the player may not
be aware of it. If slowly, it becomes confusing, like the weapon reload time
is 5 sec and then 10 sec then 15 sec.
I agree with you here sitwind, adding instability to the power output creates a big problem without adding a lot of gameplay. Without some mechanism to clearly explain what causes instability, it will look exactly like a bug in the game (while it's really the game simulating a bug in the ship).
I do like the idea of using cosmetic effects to reinforce the idea that the ship is under stress. Besides having a little meter that says "our power system is 80% damaged" also having control lights flicker adds atmosphere.
Yes, some flashing warning lights or darkening the in ship illumination is surely good for the atmosphere. And it adds nicely to the smokes coming from the damaged ship as well.
Instability will require alot of work to make it really a integrated part of the gameplay.
Instability will require alot of work to make it really a integrated part of the gameplay.
It doesn't have to be just aesthetic. Shields could flicker in the heat of battle, or weapons could become unstable. So maybe the player has a choice: he can keep an okay shield that keeps total power consumption under 8kV, or he can use a much better shield that will jump consumption to 9kV, and risk it blinking during battle here and there.
Quote:
Original post by Pete Michaud
It doesn't have to be just aesthetic. Shields could flicker in the heat of battle, or weapons could become unstable. So maybe the player has a choice: he can keep an okay shield that keeps total power consumption under 8kV, or he can use a much better shield that will jump consumption to 9kV, and risk it blinking during battle here and there.
So if it is a weapon the stability issue would be like jamming or overheating? For the shield, how should it work? The shield has a certain energy level which is constantly refreshed, flickering would mean the shield could be disabled randomly? If I play the game and these situations happen too often, I would not be very happy.
What's the SciFi of how energy works in the game? Maybe 'Energy' can be piped around the ship on main trunk lines, and in smaller, more refined quantity through radiant energy emitters/pickups. Energy becomes the life blood of the pseudo-organic space organism. Muscle tissue comes in Red and White varieties; Red gives a high power output, but burns through stores and requires a lot of cycling out CO2 & H2O for O2. White gives a cruising-speed output that can be maintained for long periods of time.
The thunderous roar of a chemical rocket is an enormous amount of energy -- but getting some of that to power the cabin lighting? There's a power transformation from raw thermo-mechanical might to refined electric application. Somewhere I once read that a type of fighter jet used the temperature differential between the turbine exhaust and the outer hull to provide air conditioning for the cockpit.
The thunderous roar of a chemical rocket is an enormous amount of energy -- but getting some of that to power the cabin lighting? There's a power transformation from raw thermo-mechanical might to refined electric application. Somewhere I once read that a type of fighter jet used the temperature differential between the turbine exhaust and the outer hull to provide air conditioning for the cockpit.
--"I'm not at home right now, but" = lights on, but no ones home
Yeah, it is a pretty cool idea. Originally i also would like
to have some kind of energy infrastructure on the ship.
The energy are transfered through 1 main circuit and 1 or 2
support circuit. If the circuit is broken anywhere, the energy
transfer is stopped. Then the player could repair the circuit
by using different parts or even use a component to restore
the circuit. And using either parallel or seriel connections...
A lot of interesting stuff.
Sadly I did not find any way to implement them without making the
game too complicated. :(
to have some kind of energy infrastructure on the ship.
The energy are transfered through 1 main circuit and 1 or 2
support circuit. If the circuit is broken anywhere, the energy
transfer is stopped. Then the player could repair the circuit
by using different parts or even use a component to restore
the circuit. And using either parallel or seriel connections...
A lot of interesting stuff.
Sadly I did not find any way to implement them without making the
game too complicated. :(
Some ideas:
* Past a certain threshold all damage is transformed into heat; heat actually has to be radiated through lasers, meaning players get a damage upgrade at the cost of
wearing out their guns (stolen from SF authors Larry Niven and David Brin)
* Graviton generators: Output relates not to damage but to proximity to a gravity well. Such ships become stronger nearer a planet, but the threshold point is somewhat random unless the crew is skilled. Weak point: Ships can't get too near gas giants or stars because the output will become too high.
* Leech generators: Generator doesn't produce power, it stores it like a capacitor and discharges it later. Can be charged near a sun or by energy weapon fire. Effectively a shield/generator combo. Explodes on overflow. (Would make the ship a bit like a World War I battery / diesel submarine)
[EDIT: Chrome clipped my question so I'll post it in another reply]
* Past a certain threshold all damage is transformed into heat; heat actually has to be radiated through lasers, meaning players get a damage upgrade at the cost of
wearing out their guns (stolen from SF authors Larry Niven and David Brin)
* Graviton generators: Output relates not to damage but to proximity to a gravity well. Such ships become stronger nearer a planet, but the threshold point is somewhat random unless the crew is skilled. Weak point: Ships can't get too near gas giants or stars because the output will become too high.
* Leech generators: Generator doesn't produce power, it stores it like a capacitor and discharges it later. Can be charged near a sun or by energy weapon fire. Effectively a shield/generator combo. Explodes on overflow. (Would make the ship a bit like a World War I battery / diesel submarine)
[EDIT: Chrome clipped my question so I'll post it in another reply]
--------------------Just waiting for the mothership...
This topic is closed to new replies.
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