Knuckle Cracker

Creeper World => Suggestions => Topic started by: zac503 on March 02, 2010, 10:40:36 AM

Title: What does everyone feel about an energy gate?
Post by: zac503 on March 02, 2010, 10:40:36 AM
Often times in this game it's not about what you build but rather when you build it. Since the game is based on chain of supply, something like an energy gate that can be toggled on or off would be kind cool. You could either do this with a new unit or make it a standard option on a collector/relay whether or not to forward packets. Seems like it could help layout a bigger map and make it easy to stop funding unnecessary resources without killing them. Thoughts?
Title: Re: What does everyone feel about an energy gate?
Post by: TheBuilder on March 02, 2010, 10:42:56 AM
Interesting, sounds reasonable, don't how hard it would be to implement, but still cool.
Title: Re: What does everyone feel about an energy gate?
Post by: Karsten75 on March 02, 2010, 11:21:21 AM
Gate open:

(http://i45.tinypic.com/2rqgiua.jpg)

Gate closed:

(http://i49.tinypic.com/abnyiv.jpg)

Or should it be the other way round? Open gate means circuit is broken, packets don't flow. Closed gate means circuit is complete and packets are flowing.

:P
Title: Re: What does everyone feel about an energy gate?
Post by: TheBuilder on March 02, 2010, 11:34:18 AM
When it comes to electricity, open means the connection is broken, closeed means the connection is connected


open should equal no connection

closed should equal connection
Title: Re: What does everyone feel about an energy gate?
Post by: betadata on March 02, 2010, 11:42:05 AM
I dont see the benefit of cutting collectors or other resource buildings off from the network. We can toggle consumers between active/non active and armed and disarmed. therefor reducing consumption. Yes it may take some clicks to turn off a whole bunch but we do have pause.
Title: Re: What does everyone feel about an energy gate?
Post by: TheBuilder on March 02, 2010, 12:23:05 PM
this could be used to deactivate large section of defense/offense with just one click on larger maps
Title: Re: What does everyone feel about an energy gate?
Post by: zac503 on March 02, 2010, 12:30:44 PM
While you could leave a hole in your grid and then fill it. it doesn't work well for disconnecting because you have to destroy one of your units to do so. It would be much more efficient to be able to just tell a collector to stop forwarding. Maybe there could be a hotkey for enabling all gates?
Title: Re: What does everyone feel about an energy gate?
Post by: Karsten75 on March 02, 2010, 01:37:29 PM
You simply bridge two collectors or relays with a mobile weapons unit. No need to destroy units.  My pictures show this clearly.
Title: Re: What does everyone feel about an energy gate?
Post by: DaBloxxer on March 02, 2010, 04:25:52 PM
you can just pause it(next to options), and then desarm or deactivate what you want to
Title: Re: What does everyone feel about an energy gate?
Post by: Clippy on March 02, 2010, 04:33:15 PM
Quote from: DaBloxxer on March 02, 2010, 04:25:52 PM
you can just pause it(next to options), and then desarm or deactivate what you want to

that wont break the connection tho.... if its built the packets will still go through
Title: Re: What does everyone feel about an energy gate?
Post by: TheBuilder on March 02, 2010, 06:40:37 PM
From what i can tell, his gate would still keep the energy flowing from the collectors and any other bonesses from other buildings, but could be turned to "open" making it so that no packets can pass through.

Am i right?
Title: Re: What does everyone feel about an energy gate?
Post by: Katra on March 02, 2010, 11:14:51 PM
I think it would be better to just have the option to deactivate (ie stop building) any structure under construction like you can turrets.