Nuclear Power and the bad things that can happen. A list
Posted: Sun Sep 25, 2016 6:36 pm
I'm of the opinion that as a late game power source nuclear power should be rewarding but difficult to handle. One solution to this problem is that building and starting the reactor is difficult or just needs a lot of resources (the later being the most boring alternative available, I wouldn't even call it a solution).
The other possibility is that the operation is difficult. As a result there need to be "bad things" to happen if you don't operate the reactor correctly. I'm trying to compile a list of possibilities:
1) The reactor stops producing energy. This is somewhat boring unless starting the reactor is more difficult than just providing the operating materials (water, uranium, thoruim, whatever) again
2) The reactor could even suck energy instead of providing it. If the logistics network can be used with the power switch to detect this, not providing this power to the reactor should trigger a worse bad thing
3) The reactor uses up its operating materials at a higher rate. Only effective if operating materials are scarce or difficult to get. Works great if one of the materials is a (difficult to produce) catalyst which normally isn't used up at all.
4) The reactor could be providing energy only a limited time and afterwards stay on as a constantly polluting ruin or a big pollution spike in case of teardown. In this case reducing the operating time would be a bad thing
5) If the reactor produces waste materials (which has to have some bad thing built in), it could just produce more of that waste material.
6) The reactor could be damaged. This is actually a little boring because the obvious countermeasure is a roboport nearby
7) The reactor could produce radiation. Radiation would need to be supported with its own "damage model", for example mutation (some critters would spontaneously mutate to one size bigger) or damage to other structures around it.
8) The reactor could become unusable, you would have to build and start a new one. This is a relatively boring "resource" bad thing again, but because it is such a big amount of resources wasted in a single moment (assuming a reactor is costly to build), it might at least suffice to drive the fear into any factorio owner.
9) If the scarce resource needed for operation works similar to an oil patch (a thorium patch for example), a variant to 8 would be that that patch simply gets depleted instantly, so that the reactor and possible support buildings have to be moved to somewhere else.
One counter-argument to "bad things" is that they might be annoying (some like option 8 and 9 have the potential to be annoying). But: Reactors are a very late-game tech and not needed for completing the game at all. My first two play-throughs I had a top energy consumption of less than 30MW, which is easily achievable with steam/solar. The users of nuclear power should be power users (pun intended) able to make sure that bad things don't happen and happy about the challenge of making sure.
Are there any ideas for bad things i have forgotten to list? Please reply if you can think of one.
The other possibility is that the operation is difficult. As a result there need to be "bad things" to happen if you don't operate the reactor correctly. I'm trying to compile a list of possibilities:
1) The reactor stops producing energy. This is somewhat boring unless starting the reactor is more difficult than just providing the operating materials (water, uranium, thoruim, whatever) again
2) The reactor could even suck energy instead of providing it. If the logistics network can be used with the power switch to detect this, not providing this power to the reactor should trigger a worse bad thing
3) The reactor uses up its operating materials at a higher rate. Only effective if operating materials are scarce or difficult to get. Works great if one of the materials is a (difficult to produce) catalyst which normally isn't used up at all.
4) The reactor could be providing energy only a limited time and afterwards stay on as a constantly polluting ruin or a big pollution spike in case of teardown. In this case reducing the operating time would be a bad thing
5) If the reactor produces waste materials (which has to have some bad thing built in), it could just produce more of that waste material.
6) The reactor could be damaged. This is actually a little boring because the obvious countermeasure is a roboport nearby
7) The reactor could produce radiation. Radiation would need to be supported with its own "damage model", for example mutation (some critters would spontaneously mutate to one size bigger) or damage to other structures around it.
8) The reactor could become unusable, you would have to build and start a new one. This is a relatively boring "resource" bad thing again, but because it is such a big amount of resources wasted in a single moment (assuming a reactor is costly to build), it might at least suffice to drive the fear into any factorio owner.
9) If the scarce resource needed for operation works similar to an oil patch (a thorium patch for example), a variant to 8 would be that that patch simply gets depleted instantly, so that the reactor and possible support buildings have to be moved to somewhere else.
One counter-argument to "bad things" is that they might be annoying (some like option 8 and 9 have the potential to be annoying). But: Reactors are a very late-game tech and not needed for completing the game at all. My first two play-throughs I had a top energy consumption of less than 30MW, which is easily achievable with steam/solar. The users of nuclear power should be power users (pun intended) able to make sure that bad things don't happen and happy about the challenge of making sure.
Are there any ideas for bad things i have forgotten to list? Please reply if you can think of one.