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DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » [BETA] Solar generators
 Author [BETA] Solar generators
Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-08-31 13:19   
In beta the planets rotate so when the solars turn to the dark side you guess it they loose power making the planet fall dead.

To remedy this i got 2 suggestions.

First of all double/triple the ammount of power a solar can generate.
secondly i suggest planets get a power meter.
Basicly the planet has a battery so when a shortage pops up it will drain its reserves rather to shut down.
Also a depot can be used to enlarge the existing capacety.

This way you can devide solars equally on a planet whitout letting it power down.


1-2 solars in the sun should be enough to give the planet energy and in the meanwhile keep the battery charged till next solar comes into suns reach.
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- Axi

Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2695
From: tsohlacoLocalhost
Posted: 2003-08-31 13:24   
lets say 20 power storrage for a solor and 35 for a fuson plant
the more you have the more storrage you can have

btw darn nice idee
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DS Discordion

Barthezzz
Fleet Admiral

Joined: May 31, 2001
Posts: 5630
From: The Netherlands
Posted: 2003-08-31 13:26   
Just build them around the planet so the Planet always has 2 solars gens in the sun.
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Ramius
Fleet Admiral
Agents

Joined: January 12, 2002
Posts: 894
From: Ramius
Posted: 2003-08-31 13:33   
Once the patch goes live, how many people will want to waste building slots on planets for a ring of solar gens that 70% of the time are idle. I'm guessing fusion generators will make a come back unless this problem is solved.

So I think your idea for a solar gen "battery" is wonderful.
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Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2003-08-31 13:42   
maybe every util structure could be ugraded to have a solar generator on the roof .-d

that would at least be somewhat realisitc
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Thrie
Fleet Admiral
Raven Warriors

Joined: October 28, 2002
Posts: 760
Posted: 2003-08-31 14:02   
my idea....
Lets develop.... Train Tracks!!! yesh! players built a Railway system in a straight line around the planet... and it wont be an easy task... One railroad section per Segment and once complete... you can build any building on the Train for rotation... IE (HUB, Fighter base, Solar Generator, Defence Base, ya know important stuff) and the railroad system has a menu for the train to stay at what location

Light: Stay where the sun is, so the Generator can get plenty of light.

Dark: Stay where theres no Sun or darkest, Kinda useless but kinda cool?

Offensive: Move toward where the enemy is coming from. This would help move Weapon buildings toward the enemy direction so it may fire.

Defensive: Move to the opposite side from where the enemy is coming from. Then you can keep the HUB or whatever is built on the train system safe from enemy bombing or so.

yeah and i was thinking like 500 Metal, 300 Heavy metal per Segment when building the train system. Or more... It cant be an easily build thing that can take up all space on a planet...
And it can only be built in the middle around the planet. or on the Equater line... get my drift?
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[Fleet Admiral] Thrie \"The Tiger\" Barton of [C.S.S. Armor Tiger]


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Chromix
Cadet

Joined: June 29, 2001
Posts: 3052
Posted: 2003-08-31 15:21   
Quote:
Basicly the planet has a battery so when a shortage pops up it will drain its reserves rather to shut down.



New building, sounds good.
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UnknownWarrior
Grand Admiral
Raven Warriors

Joined: July 18, 2002
Posts: 724
From: North Carolina, USA
Posted: 2003-08-31 18:28   
I got a good idea for this...The Solar Generators gather the energy and stores some of it into Solar Batteries during the day, giving off the other half to power the buildings and defences, and when that side is at night time, the Batteries kick in for the same length of time and power everything until the Solar Generators come back online, then those shut down and recharge again
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2003-08-31 19:28   
Doesn't work Barthezz. I've tried every conceivable way to use solar generators, and they just aren't as good as fusions, not even on Articus. If 5 fusion = 150 power guaranteed all the time, there's no way that 5 solars would be equal to or greater than 150 power all the time. Believe me, I've tried.

I think Axianda's idea is great. It's been suggested numerous times already, but it's still great Solars just plain stink now so something needs to be done. Simplest solution? Make them generate more power. More complicated? Make a power storage building or something.

Either way, something should be done. It's like DS is trying to tell the world that solar power is no good! (well no but it's funny to think of it like that!)

EDIT: Definitely go try solar generators for yourself. Lots of times it's not enough to just hear from someone that they don't work as well; sometimes you have to experience it yourself. And who knows, maybe you'll find that ingenious way to use a combination of solars and fusion like I've been trying to do!

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"My father taught me many things ... keep your friends close, but your enemies closer" -Michael Corleone



[ This Message was edited by: MrSparkle on 2003-08-31 23:13 ]
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