TGS wrote:
I'm not saying it is a bad idea, just that it carries complications. What I would recommend is that IF they wished to implement this information, that it be optional and defaulted to off. That way new players are not misled into thinking they have more power than they actually do. Because they will. Even if you explain it to them they probably still won't get it.
Right. But - I mean the electric network and power generation IS complicated. There is currently no simple rule, which tells the player: if this, then that. And if it would be on me, this will keep like so.
You have to look, you have to understand and react.
And we (the players) are just at the beginning what can be done. There is a high potential of possibilities in using the electric network and a much higher but unknown in a new, advanced pipe network (the devs said oil for v0.9, right?)
So all we can currently do, is to have more informations about the electrical-, and pipe network, and see, what we can do with it and if we need more information or can remove another. That's an agile process, and at the end it will be perfect for sure, but it takes time.
And coming back to the suggestion: currently the display lacks of comparability. 10 kW compared to what? Is that much? Enough? Needed? Setting it compareable to the maximum output or input makes it not so confusing and jumping back and forth...
Well: a switch is a good idea. If turned on, every displayed value changes to be comparable with the maximum instead of the most used energy (current display). I think that makes much sense, and if not we will see.
And another suggestion: currently we already have warnings, when the biters coming. I would like to have a device, which I can put into an electric network and which displays me a warning on a map, if the power production gets too low for a minute. I can change the limit, when it begins to warn and the time. For a normal network a limit of 90% over a minute should trigger the warning. But for a mining site, far away, which is in an extra network, driven by solar panels only I want only see, if my accumulators have enough power left, to come over the night. (I think I can explain this construction only with solar panels after Christmas better in the wiki)