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Lightning Rod  

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Terghom
New Member
Joined: 11 months  ago
Posts: 1
10/09/2016 2:47 am  

Hello! I would like to see in the future the option to build lightning rods to prevent rays destroy buildings. I think it would be a nice addition 🙂


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Mansen
Active Member
Joined: 11 months  ago
Posts: 5
10/09/2016 11:59 am  

Could be an interesting combination with batteries. Then if you don't remember to drain the batteries, future strikes could make the batteries blow up.


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bluesaka111
Eminent Member
Joined: 11 months  ago
Posts: 49
10/09/2016 12:51 pm  
Posted by: Mansen

 

Could be an interesting combination with batteries. Then if you don't remember to drain the batteries, future strikes could make the batteries blow up.

   

Batteries switching manually is a bad design in the first place since it is an automated structure. I don't know how far technologies has advanced in Aven universe but an automated batteries storage without artifact intelligent that good enough to switch between absorp mode, provide mode and idle mode base on power grid performance?.... And play Azara Fall with current clunky UI on hard mode and you will see what happen even with an array of fully charged batteries - if you can afford to build the array in the first place - and have to switch them on and off manually to keep colony survive during winter. 


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Paul Tozour
Reputable Member
Joined: 1 year  ago
Posts: 270
10/09/2016 6:18 pm  

Hi everyone!  We do in fact have lightning rods in the works -- you can see them in our teaser trailer, in fact!

And yes, the plan is that if they get hit, they'll help top off your batteries.


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Paul Tozour
Reputable Member
Joined: 1 year  ago
Posts: 270
10/09/2016 6:18 pm  

Hi everyone!  We do in fact have lightning rods in the works -- you can see them in our teaser trailer, in fact!

And yes, the plan is that if they get hit, they'll help top off your batteries.


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Paul Tozour
Reputable Member
Joined: 1 year  ago
Posts: 270
10/09/2016 6:20 pm  
Posted by: bluesaka111

 

Batteries switching manually is a bad design in the first place since it is an automated structure. I don't know how far technologies has advanced in Aven universe but an automated batteries storage without artifact intelligent that good enough to switch between absorp mode, provide mode and idle mode base on power grid performance?.... And play Azara Fall with current clunky UI on hard mode and you will see what happen even with an array of fully charged batteries - if you can afford to build the array in the first place - and have to switch them on and off manually to keep colony survive during winter. 

   

This was a case of us deciding that manual control of power flow for batteries gave the player the most control.  We're also considering options for allowing an "automated control" mode and possibly also a mode where all the batteries are controlled as one; however, whatever features we add here, we also want to make sure that players who want full control over Energy Battery operation are able to do so.


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