Handling different electric networks
Posted: Thu Sep 12, 2013 4:13 am
I think the current behavior of building networks is notable to handle separated networks.
I think I try to bring some ideas together right now.
Definitions: a network is the combination of pole and cable. A single pole is just a device. See also this:
http://en.wikipedia.org/wiki/Graph_(mathematics)
Which means, that a network is a graph, the poles are the vertices and the cables are the edges.
The problem is now, that we can have many graphs at the same place and they should not influence each other.
Some simple logic:
1. to make a network to be turned on and off we need to separate it from other networks.
2. To separate it, we need not to autoconnect it with other networks, only with the same network.
3. To see the different networks we need to see visually, how it is connected. Visually means: there is for example a number on every pole, or they have different colors.
4. To connect one network to another needs just a pole and some wires.
5. To keep networks separated, but transfer power from one network to the other needs a special device/pole/item. And only one is allowed, otherwise there is no control over it.
How to build a network:
The simplest way would be: place two poles and then draw a wire between them. With that, everything is in the hand of the player.
But this is quite uncomfortable. So i think the current way was implemented: placing a pole and it is connected to the next pole. But this doesn't work anymore, when you want to prevent to connect networks together. I suggested some month ago to press some keys, to avoid that (shift, control), but now I think that was only shifting the dead end.
Currently I think we need to rethink the whole network stuff. I think we need to think in use-cases, and not in how to built a network, because a) there is just no solution for every case of making networks with some kind of ever same operating half-automatism. b) building networks is just placing a pole and make the wiring, this is simple and the half-automatism takes away the whole magic, because of its stupidness.
Use cases:
1. I just want my devices to be connected to the next network with lowest effort.
2. I want to build a new network or divide one network in two.
3. I want to join two networks into one.
4. I want to join two networks, but keep the control of how much/when energy flows from one to the other.
5. I want to have a device connected to a network, even, when another is more near.
6. I want to connect as much devices as possible with minimal effort.
7. I want to get an overview of my different networks.
I mean with this thinking you come to completly different solutions than now. I describe now one, based on the above use cases:
case 1: you drag a wire (by dragging the base of a pole or need special tool for that) from an existing (connected) pole to the target-destination. The target can be far away! All poles inbetween are set for the minimum used resources and if they are available (ready crafted yet) while you drag it. If the target is just an empty field, an pole is automatically built there. Provides, that you have enough poles left. The poles are built when I'm at the target and I release the mouse button.
I mean it is ok, that I can draw a 200 tiles long cable without building any poles, because you can see the poles as they would be built, you can at every build it as it is now and you can right now built cables, which aren't in your reach (they must be in the reach of the poles, not yours.)
Case2: just remove a pole, so that the networks are distincted. Or place a new pole and drag a cable (see case1). A single pole is not creating a network and they should be marked in some kind.
Case3: drag a cable from a pole in network to a pole in the other.
Case4: place the device, which keeps the control over the two networks and drag a cable into it from both networks. The electrified area around the poles are ignored.
I'll call the device transformer, because its function is nearly like in real networks. From one network to another, only one transformer is allowed (maybe we have transformers which have a direction, but that is only a special case). Otherwise there will be a short and the transformers explode. The same when connecting a cable, if there is already a transformer (should be warned in some kind before doing this, like the wire you drag becomes some flashes if you go near the pole you want to connect.)
Case5: you drag a wire from the pole you want directly to the device. Like wring a pole. In this case the electrified area around a pole is ignored. I really think this new type of connection is needed, but please try top prove me wrong!
Case6: by selecting an area and dragging them to a pole (or some similar mechanism) will start a program, which uses a simple algorithm to place poles so, that the area is as far as possible fully connected. This will spare some time, but I'm not sure, if it could be that simple. But when working more or less reliable it should really help.
Case7: as said above the poles have numbers for the network they belong to, or they have some colors... Many possibilities. In the map I think a electrification mode would be good, where you see the different networks in different colors and where are the sources and destinations in more or less the same color.
I mean this is not perfect and there are many open questions, but I think this dragging of a pole was a really good idea because the problem with placing a pole and then connecting it is, that you need to know to which network. This is the showstopper for the current way of creating multiple networks and this suggestion avoids that.
I think I try to bring some ideas together right now.
Definitions: a network is the combination of pole and cable. A single pole is just a device. See also this:
http://en.wikipedia.org/wiki/Graph_(mathematics)
Which means, that a network is a graph, the poles are the vertices and the cables are the edges.
The problem is now, that we can have many graphs at the same place and they should not influence each other.
Some simple logic:
1. to make a network to be turned on and off we need to separate it from other networks.
2. To separate it, we need not to autoconnect it with other networks, only with the same network.
3. To see the different networks we need to see visually, how it is connected. Visually means: there is for example a number on every pole, or they have different colors.
4. To connect one network to another needs just a pole and some wires.
5. To keep networks separated, but transfer power from one network to the other needs a special device/pole/item. And only one is allowed, otherwise there is no control over it.
How to build a network:
The simplest way would be: place two poles and then draw a wire between them. With that, everything is in the hand of the player.
But this is quite uncomfortable. So i think the current way was implemented: placing a pole and it is connected to the next pole. But this doesn't work anymore, when you want to prevent to connect networks together. I suggested some month ago to press some keys, to avoid that (shift, control), but now I think that was only shifting the dead end.
Currently I think we need to rethink the whole network stuff. I think we need to think in use-cases, and not in how to built a network, because a) there is just no solution for every case of making networks with some kind of ever same operating half-automatism. b) building networks is just placing a pole and make the wiring, this is simple and the half-automatism takes away the whole magic, because of its stupidness.
Use cases:
1. I just want my devices to be connected to the next network with lowest effort.
2. I want to build a new network or divide one network in two.
3. I want to join two networks into one.
4. I want to join two networks, but keep the control of how much/when energy flows from one to the other.
5. I want to have a device connected to a network, even, when another is more near.
6. I want to connect as much devices as possible with minimal effort.
7. I want to get an overview of my different networks.
I mean with this thinking you come to completly different solutions than now. I describe now one, based on the above use cases:
case 1: you drag a wire (by dragging the base of a pole or need special tool for that) from an existing (connected) pole to the target-destination. The target can be far away! All poles inbetween are set for the minimum used resources and if they are available (ready crafted yet) while you drag it. If the target is just an empty field, an pole is automatically built there. Provides, that you have enough poles left. The poles are built when I'm at the target and I release the mouse button.
I mean it is ok, that I can draw a 200 tiles long cable without building any poles, because you can see the poles as they would be built, you can at every build it as it is now and you can right now built cables, which aren't in your reach (they must be in the reach of the poles, not yours.)
Case2: just remove a pole, so that the networks are distincted. Or place a new pole and drag a cable (see case1). A single pole is not creating a network and they should be marked in some kind.
Case3: drag a cable from a pole in network to a pole in the other.
Case4: place the device, which keeps the control over the two networks and drag a cable into it from both networks. The electrified area around the poles are ignored.
I'll call the device transformer, because its function is nearly like in real networks. From one network to another, only one transformer is allowed (maybe we have transformers which have a direction, but that is only a special case). Otherwise there will be a short and the transformers explode. The same when connecting a cable, if there is already a transformer (should be warned in some kind before doing this, like the wire you drag becomes some flashes if you go near the pole you want to connect.)
Case5: you drag a wire from the pole you want directly to the device. Like wring a pole. In this case the electrified area around a pole is ignored. I really think this new type of connection is needed, but please try top prove me wrong!
Case6: by selecting an area and dragging them to a pole (or some similar mechanism) will start a program, which uses a simple algorithm to place poles so, that the area is as far as possible fully connected. This will spare some time, but I'm not sure, if it could be that simple. But when working more or less reliable it should really help.
Case7: as said above the poles have numbers for the network they belong to, or they have some colors... Many possibilities. In the map I think a electrification mode would be good, where you see the different networks in different colors and where are the sources and destinations in more or less the same color.
I mean this is not perfect and there are many open questions, but I think this dragging of a pole was a really good idea because the problem with placing a pole and then connecting it is, that you need to know to which network. This is the showstopper for the current way of creating multiple networks and this suggestion avoids that.