Balance: Add a slight resistance to power transmission distance
Right now it seems like it is 100% efficient to transmit power over any distance, which seems a little OP. It might add a bit of balance to give a very slight resistance to each piece of power transmission distance from the source.
Comments: 9
-
28 Aug, '21
Azdev MergedCurrently, it doesn't seem like power is lost over lengths of power lines.
Each length of power line should decrease output at the end of the line by at least 1 point.
A corner should decrease output by two points as a change in direction would significantly increase resistance. A T joint should decrease by at least 3 points for the same reason as a corner. -
31 Aug, '21
Gin Fuyou MergedIt doesn't really sounds like QoL improvement, but I like it more or less - a slight addition to planning challenge.
-
17 Sep, '21
Thaina Yu MergedAgree that this should be implemented. And power passing house should lose more, But I would not agree on decrease more in corner
Maybe we could just count the number of block it was transmitted between. And high power shaft will have zero power lose (so it have more benefit to build)
And totally agree that this is not QoL. More like a balance challenge -
19 Sep, '21
Gin Fuyou Admin"Improve QoL for powered features" (suggested by Azdev on 2021-08-28), including upvotes (3) and comments (2), was merged into this suggestion.
-
19 Sep, '21
Gin Fuyou AdminI've merged earlier suggestion into a newer one, because it has more relevant and searchable title.
-
20 Sep, '21
ArmenuidesIn my opinion, it would be more realistic, to just set a limit to the power, a beam can transfer before it breaks, since there isn't much of energy loss in a rotating beam. Corners and splitters on the other hand are realistic to lose a slightly higher amount of energy due to friction.
-
20 Sep, '21
Björn Björkman BäckströmPlease make it an optional rule if it's added... Especially if we add power storage of some form. I for one would not enjoy it (Though my power systems are fairly close to the generation blocks anyhow so I wouldn't be too impacted)...
-
20 Sep, '21
RyvreI am not an engineer but my understanding is that a mechanical energy transfer is very inefficient and would not work the way it is shown in game. A more realisting way would be to have one building per power source with a very short limit, even requiring them to be directly adjacent. This would work well with an aqueduct system where the main part of powering a building would be moving water in the necessary amount/speed to the point where power is needed.
-
24 Sep, '21
GepardThat is very good idea.
I would like to see that straight shaft take 1 energy per tile, and all others take power of amount of their exit (up level shaft and turn shaft would take 2, T-shaft 3 and Shaft Intersection 4)
That way good plans would be rewarded extra efficiency, also prevent making very long shaft from water wheels (with rebuild of food system that should push more people into wind power sources).