On Demand

Started by Solanus, February 17, 2014, 10:29:04 AM

Previous topic - Next topic

Solanus

Certain objects in the game currently have a constant power draw despite only using power in a realistic sense when they actuate.  This would include the doors (which, for now, I only keep powered in high-traffic areas), comms consoles, and nutrient paste dispensers.  Other objects, namely the standing lights, may have a need to be on all the time or could be more demand-driven, especially bedroom lights.

While micromanagement can allow for these objects to be powered more frugally, it's often hard to justify the effort for the savings.  But should these objects have a more efficient version, either a complete change or as a researched option?

IncognitoMode

I personally think there should be some kind of lesser door that doesn't require power (wood, if that is implemented) and the current doors should be called powered doors that need power to work but only consume power when used.

Also I think there should be motion sensor lights that light up when someone gets within their radius.

Nukeman0

I agree with you that some things shouldn't require a constant power supply.

However, sensors may be a little too advanced for my taste. I would rather go for the "connect all lamps to a common switch and have the colonists automatically switch it off" idea.

Maybe we could add another building/ furniture: the fusebox. It functions as a real life fusebox. you could give it a name, then assign several electrical objects to one or more buttons in the fusebox, and when you want to acsess it, you click on the box (or something like that) and you get a neat interface/ window where you could switch the buttons as you like. The power box would also reduce the risk of short- circuiting, since it integrates fuses into the circuitry. Just a suggestion :)
Nukeman0

Basroks

I also agree that something like this would be good. A similar idea is discussed in the Circuit Breaker thread. But the in-game tech doesn't necessarily have to be super advanced, with sensors and what not. Some places you could simply imagine the colonists use a manual switch to turn on and off stuff when they need it. A plain ol' light switch is pretty basic.

And about the electric doors... you could argue that it's kinda odd to exclusively install Star Trek -style sliding doors in a make-shift shelter dug into the ground by a rag-tag group of refugees in the wilderness. Obviously it's there because it's easier from a game-design perspective, and I presume low-tech, manual, hinged doors will become an option in later releases.