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XCOMUFO & Xenocide

Energy And Light Sources


Guest Azrael Strife

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Guest Azrael
I think it would be good that if the power generators of the base where destroyed or deactivated, to have the lights of the base go off, maybe some sort of emergency lights could be in place instead, but visibility could be reduced, adding a little more tension to a base invasion, be it the player's or the aliens'. And without power, the automated defenses would be also offline, with a tech maybe the power could be brough online again, but that would include getting the tech to the power generators. These would be protected of course, but an alien tactic could be to shut the generators off, what of it?
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It's interesting, but instead of making a huge paramount thing about it (effecting game strategy), I think it could be used as an 'effect', when your base is invaded. This reminds me of the topic where one of the mods mentioned a few extra physics for the game, for example: On a terror mission you might see a piece of paper get tossed about in the wind, similar to a tumble-weed.

 

As for your idea, I think it'd be pretty neat to have some form of emergency lights flickering about in the base when the aliens invade to create the necessary atmosphere. This of course would be implemented later on after the bulk of the game is already finished.

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What I wonder is why X-Com doesn't have a power facility. I highly doubt we would be relying on any outside organisation for power and none of the facilities have the description of "provides power" in them.

 

Power facilities would bring a new twist to the game, as they would be important targets in base attacks. You would need to give them good durability though, since if they managed to take out your power facility, your base would be crippled for quite some time.

 

What if the computer just landed aliens, blasted your power generator and took off? Pretty vengeful computer, no?

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The base would probably have backup generators, then.

 

X-Corps bases are built from modules. Maybe things like power generation, air circulation, etc. are already included with the module? They'd all be pretty much self-sufficient that way.

 

There are also ways to hook up to the power grid, without using any wires. I read an article a while back, where a guy powered hundreds of flourescent bulbs just by putting them under high-voltage lines. Similar methods could be used to provide power to an X-Corps base.

 

Fuel cells are another possibility. They can be made any size, no noise, and have no moving parts. One version uses propane to extract the hydrogen. Another uses raw hydrogen. Both could be included with the module, and be paid for by maintenance.

 

LED lights are the next phase in lighting. You've probably seen stop lights that are made of dozens of little bulbs, those are LEDs. They are so efficient, a module could be lighted by no more than a few hampsters on wheels. Or a few D batteries, whatever. :rolleyes:

 

I like the idea of emergency lights. It would make a good atmosphere on base attacks.

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I could accept the "comes with module" thing for air circulation and other stuff, but most strategy games still stick to "power generator thingy" in some way, and they make good strategical targets.

 

Oh wait, do this for alien bases too. Like, a new entry in the Alien Tech part of the UFOpedia tells you of the alien power generators for bases, and when you enter an alien base, if you blow them up, you've cut off their power.

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  • 4 months later...
You don't want to destroy the base's power supply. You want to siphon off the xenium for your own use.

 

Excuse me, Xenium.

Exactly, they have it in alien bases, and we'd need it too!!

Great tactical target, and great effects with lights if it's hit :LOL:

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