Adding "risk" to nuclear energy
Posted: Mon May 29, 2017 5:37 pm
Hello everyone,
first of all: The Reason: Nuclear power is cheep, almost endless and small and it has a huge energy output. In my opinion something's missing here, which would be the "unreliability" and risk of a nuclear reactor. So I thougt about a few improvements, trying to keep it simple and understandable for the average player.
I figured a good way of implementing risk would be an "overclocking-System". Because that is optional (you can still just build the normal layout, without risking anything) and gives enthusiasts the ability to prove their skills and being rewarded for it. The way this could be implemented is through modules exclusive for the nuclear reactor, for example one that improves the efficiency by causing the ractor to consume less fuel to the same energy output. Like the normal productivity module.
Another one could be increasing the raw output of energy maybe at the cost of using more fuel. But all modules each increase the heat cap for the reactor itself. So that it can potentially get up to 3000°C or something (which in itself would be good because the heat would just store the energy).
Now, what is balancing the whole thing is that above a certain temperature the reactor overheats and if you dont fix that soon enaugh and it heats up further it leads to an explosion of the reactor building (I'm thinking of an explosion as strong as the nuclear bomb). For example: You have your nuclear energy setup working at 100% but suddenly you consume less energy - meaning you dont use all the steam, leading to the reactor heating up and eventually get to the point to overheat if it doesn't cool down again. All that ONLY happends, if you have modules in your reactor - meaning your heat cap is above 1000°C. In order to balance setups which dont quite reach the "explosion temperature" the reactor could get less efficient if it tops the "overheat-temperature" maybe at about 1000°C. (consuming more fuel to the same output). The only way to keep that under control for the player is to either put fuel into the reactor only if steam is needed or simly using up all the steam it produces. At that point reactor data should be readable via wire network enabling the player to build a alert-system.
I had some ideas about increasing the danger of an overheated reactor building so that it wouldn't be too easy to shut it down again. For example that the reactor couldn't be mined while being overheated or causing damage to nearby players. And some other ideas, adding danger/risk for the player to the nuclear bomb as well. But I might make another post as soon as I have a more clear overview of what and how and why.
Sorry for some not so high-level English, i hope everything was still understandable
first of all: The Reason: Nuclear power is cheep, almost endless and small and it has a huge energy output. In my opinion something's missing here, which would be the "unreliability" and risk of a nuclear reactor. So I thougt about a few improvements, trying to keep it simple and understandable for the average player.
I figured a good way of implementing risk would be an "overclocking-System". Because that is optional (you can still just build the normal layout, without risking anything) and gives enthusiasts the ability to prove their skills and being rewarded for it. The way this could be implemented is through modules exclusive for the nuclear reactor, for example one that improves the efficiency by causing the ractor to consume less fuel to the same energy output. Like the normal productivity module.
Another one could be increasing the raw output of energy maybe at the cost of using more fuel. But all modules each increase the heat cap for the reactor itself. So that it can potentially get up to 3000°C or something (which in itself would be good because the heat would just store the energy).
Now, what is balancing the whole thing is that above a certain temperature the reactor overheats and if you dont fix that soon enaugh and it heats up further it leads to an explosion of the reactor building (I'm thinking of an explosion as strong as the nuclear bomb). For example: You have your nuclear energy setup working at 100% but suddenly you consume less energy - meaning you dont use all the steam, leading to the reactor heating up and eventually get to the point to overheat if it doesn't cool down again. All that ONLY happends, if you have modules in your reactor - meaning your heat cap is above 1000°C. In order to balance setups which dont quite reach the "explosion temperature" the reactor could get less efficient if it tops the "overheat-temperature" maybe at about 1000°C. (consuming more fuel to the same output). The only way to keep that under control for the player is to either put fuel into the reactor only if steam is needed or simly using up all the steam it produces. At that point reactor data should be readable via wire network enabling the player to build a alert-system.
I had some ideas about increasing the danger of an overheated reactor building so that it wouldn't be too easy to shut it down again. For example that the reactor couldn't be mined while being overheated or causing damage to nearby players. And some other ideas, adding danger/risk for the player to the nuclear bomb as well. But I might make another post as soon as I have a more clear overview of what and how and why.
Sorry for some not so high-level English, i hope everything was still understandable