The discussion in that thread is about how useful solar panels are compared to steam engines by comparing the cost needed to build them and the energy they give back.
All discussions normally end with solar panels winning as they simply are to be plotted down and they produce energy for free forever (with accumulator combos even throughout the night.) So the cost of building them drops to zero over time.
Now MeduSalem made an interesting suggestion as I said before, which is to have solar panels require maintenance XD
I'll just quote his post as he does a good job explaining his idea.
I liked this idea so much and found it so interesting to be put to thought, I looked through the forums if someone already had added the idea to "Ideas and Suggestions"MeduSalem wrote:That's the reason why Solar farming wins no matter the resource costs. They are "Build & Forget", which is very, very bad gameplay-wise, especial the longer you keep playing, in my humble opinion.Marconos wrote: Solar --> I built it, I'm done, nothing left to do here, ever
Yes there's a point to discuss the return on investment for speedruns with a fixed length of gameplay, but on the longterm if you are dedicated to a map and keep on going for 100 hours and more then Solar Farming is way too broken. Since space is also infinite (at least if you ticked that option during map generation) you get infinite power without ever running out of resources to keep that power production going. It's a one-time investment that doesn't require any upkeep. On top of that it doesn't attract any Biters because it doesn't generate any pollution, which also keeps the energy/resource-costs low to defend your base. Once you push the Biters out of your pollution radius they never attack anymore. It's just waaayyy too unbalanced.
This "one-time investment" leaves you in the spot that at some point you don't have to expand the borders of your factories any further to get more resources to keep power production going. With Coal & Oil you need to continually expand since Coal runs out completely if you burn all that stuff and Oil wells being too sparse and losing efficiency over time. Both of which will force you to expand your borders to find more coal deposits and more oil wells to keep up with your comsumption and therefore you have to produce even more infrastructure to cover the transport as well. At some point it's getting a ridiculous race against time since the distances are becoming greater and greater.
You never have those problems with Solar farms since Copper and Iron are pretty common anyways and later in the game my storages run full with millions of them, especially when I don't have to expand anymore and build additional infrastructure. Might as well use that stuff in Piercing Magazines since I don't know what else to do with it at some point. Which would be quite ridiculous itself since that would even further lower the need for Laser Turrets and thereby Energy upkeep costs, because Gun Turrets with Piercing Magazines are much stronger anyways once fully upgraded.
Long story short: In fact Solar Farming renders gameplay boring. Plop & Forget, attracts no biters, no resource struggle. Nothing to fear. Boring.
That's why I have started to avoid using solar panels in my current games because they take away too much of the expansion/exploration as well as combat experience.
Even the speculated Nuclear Power stuff will probably have an upkeep eventually, probably attracting biters since they won't like the radiation stuff.
The deterioration would be a possible solution, but only if there's a ridiculously low cap (worse than 20%) and with a repair function so that Bots may autorepair them after a certain threshold. Because if it just stops at 20% then people would just plop 5 times as much solar panels and be done with the problem, not solving anything.Echmech wrote:
One solution to the "problem": Make solar panels deteriorate, just like the oil-wells. Go from 100% to 20% slowly over 10 hours time starting from 30 minutes after placed or something like that.
Or make them deteriorate at a faster pace but also make them "repairable" meaning you need a division of bots to constantly polish and refurbish them. I think this would be most in line with the other mechanics of the game.
But it would have to be balanced pretty well, otherwise we would end up in a race condition where the bots repairing the solar panels take as much energy as the solar panels are producing, leaving nothing to feed your factories.
Maybe providing a way to use Belts+Inserters to repair the solar panels as well could be an alternative way to repair them so that combination requires less energy than trying to auto repair the massive fields with Bots where most of the energy is wasted by traveling the distance.
My personal recommendation would be that each source of energy production leaves you with a race against time but at different levels... For example:
1) Burning Wood/Coal is the beginner thing... obviously, but the energy gain per resource invested is so low that you'd have to cut down every tree you find and/or waste so much coal that it doesn't pay off beyond 50MW.
2) Burning Solid Fuel is the midgame, with that you can go up to 150-200MW or something before the struggle for more oil wells begins, because of the pipes through no man's land or using barrels and trains.
3) Using Solar panels is late game to endgame, but becomes ridiculous to maintain when the fields become too large, because of Bots repairing the solar panels consuming near all the energy produced.
4) Using Nuclear power is endgame, but attracts ludicrous loooaaads of Biters because of the increased radiation levels, probably even creating mutated biters and other enemies that are much stronger than the regular Big Biters. It really puts your defenses to a test.
It could probably be very well regulated with the dynamic map creation... that once you reach a certain level of research the map creation spawns various resources more sparsely forcing you to adapt.
Not having found any I am now adding it here now!^^
I'm going to post the comments that followed MeduSalem's first post so the discussion can take up from there.^^
So don't be surprised at the many quotes that will follow.
Join us and add your ideas and pros/cons to having solar panels that require maintenance.