New pollution mechanic
Posted: Tue Nov 19, 2013 1:50 am
Sorry for posting my fist post in suggestions, but this was one of the reasons why I've registered in the first place so consider this as my way of saying "Hello!"
While current pollution is quite good - it is too ambiguous to be used everywhere. As such I want to suggest keeping it as "Air Pollution" and introduce another type of pollution to compliment it where it fits the most:
Useless by-products
The premise is simple: Instead of generating air pollutants - produce tremendous amounts (and I mean tremendous) of byproducts as second product.
- Some Buildings can generate only Air pollution (Boilers, coal powered buildings)
- Some can be modified via module upgrade. Module levels will dictate the ratio between pollution and waste,
- Some buildings that can only produce waste could be introduced in the future (I have few ideas - might elaborate further in next thread).
- Buildings that produce waste have one disadvantage: they will refuse to work at all if waste reaches certain amount.
- Lower level modules would allow smaller maximum amount, if it is possible to implement (it will be bad to have mk1, mk2, mk3 waste items with separate max stacks for multitude of reasons), perhaps as a flag that checks waste amount and then modifies production speed by 0 maybe. If it is impossible ignore this.
- Waste has to go somewhere:
- Easy way: Large building "Dumping site" that acts as storage for waste alone, slowly destroys it, and produces pollution.
- Advanced: Works as reversed Mining Drill - generates ore-like piles around itself, that decompose over time generating pollution.
Dumping sites work as very slow converters, allowing players to move main source of pollution to somewhere remote, and well defended, at the expense of very advanced factory chains - Pollution\Waste ratio should be setup high enough, that Large complexes have to rely on trains or multiple high-speed belts.
In the future dumping sites could become areas, where specific (underground?) monsters will spawn, or increase average alien threat on global scale.
Summary:
+ Allows players strategically move pollution clouds
+ Encourages creative building of large high-paced complexes
+ Allows High-productivity excavations to be performed quietly, at the expense of extra heat at Waste plants.
+ Very-very-high pollution clouds at dumping sites could be used for shooting ranges, trap testing, and possibly even stronger monsters in the future.
+ Skill-dependent complexity that can be used for future tech (instead of just upping the price) Relevant: http://www.youtube.com/watch?v=Bxszx60ZwGw
+ Compliments "Harvest all - ruin the planet" playstyle
+ Another end-game time-sink.
+ Relatively easy to understand (Adds ~3 modules and Waste plant)
+ Modular (If this gets attention ill expand this later)
- Adds much more workload on the game
- Forces player to rely on trains, or use very long, multi-line belt highways to be effective
Thoughts? Comments?
While current pollution is quite good - it is too ambiguous to be used everywhere. As such I want to suggest keeping it as "Air Pollution" and introduce another type of pollution to compliment it where it fits the most:
Useless by-products
The premise is simple: Instead of generating air pollutants - produce tremendous amounts (and I mean tremendous) of byproducts as second product.
- Some Buildings can generate only Air pollution (Boilers, coal powered buildings)
- Some can be modified via module upgrade. Module levels will dictate the ratio between pollution and waste,
- Some buildings that can only produce waste could be introduced in the future (I have few ideas - might elaborate further in next thread).
- Buildings that produce waste have one disadvantage: they will refuse to work at all if waste reaches certain amount.
- Lower level modules would allow smaller maximum amount, if it is possible to implement (it will be bad to have mk1, mk2, mk3 waste items with separate max stacks for multitude of reasons), perhaps as a flag that checks waste amount and then modifies production speed by 0 maybe. If it is impossible ignore this.
- Waste has to go somewhere:
- Easy way: Large building "Dumping site" that acts as storage for waste alone, slowly destroys it, and produces pollution.
- Advanced: Works as reversed Mining Drill - generates ore-like piles around itself, that decompose over time generating pollution.
Dumping sites work as very slow converters, allowing players to move main source of pollution to somewhere remote, and well defended, at the expense of very advanced factory chains - Pollution\Waste ratio should be setup high enough, that Large complexes have to rely on trains or multiple high-speed belts.
In the future dumping sites could become areas, where specific (underground?) monsters will spawn, or increase average alien threat on global scale.
Summary:
+ Allows players strategically move pollution clouds
+ Encourages creative building of large high-paced complexes
+ Allows High-productivity excavations to be performed quietly, at the expense of extra heat at Waste plants.
+ Very-very-high pollution clouds at dumping sites could be used for shooting ranges, trap testing, and possibly even stronger monsters in the future.
+ Skill-dependent complexity that can be used for future tech (instead of just upping the price) Relevant: http://www.youtube.com/watch?v=Bxszx60ZwGw
+ Compliments "Harvest all - ruin the planet" playstyle
+ Another end-game time-sink.
+ Relatively easy to understand (Adds ~3 modules and Waste plant)
+ Modular (If this gets attention ill expand this later)
- Adds much more workload on the game
- Forces player to rely on trains, or use very long, multi-line belt highways to be effective
Thoughts? Comments?