Energy market
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- Joined: Wed Aug 07, 2019 11:16 pm
- Byond Username: OFQ
Energy market
SM usually produces much more energy than station needs. It would be really nice to have something useful and fun to do with it.
So how about an energy market where you can sell and buy energy? For example add an "energy market" console to engineering (similar to cargonia shuttle) The console will show list of stations that want to purchase or sell energy. Each station will have a price (dynamic) and coordinates where energy should be beamed to sell it. To sell energy engineer picks one of stations from the list with the best current price and its coordinates then he/she grabs EVA suite and builds an energy beam dish outside of the SS13 station (similar to solars) and orient the dish towards specified coordinates, hooks it up to the grid and start beaming the energy in exchange for credits. Purchasing energy works similarly.
Also the power beam thingy could be emagable. In standard operating mode it will turn off when an object is blocking the beam but if emaged it will burn the object + drain all the power from the grid.
Also the console itself also can be emagable/hackable for adding pirate stations that will send money to your personal balance or in exchange for contraband drops. Or something more benign. Like adding syndicate stations with best prices (when hacked)
So how about an energy market where you can sell and buy energy? For example add an "energy market" console to engineering (similar to cargonia shuttle) The console will show list of stations that want to purchase or sell energy. Each station will have a price (dynamic) and coordinates where energy should be beamed to sell it. To sell energy engineer picks one of stations from the list with the best current price and its coordinates then he/she grabs EVA suite and builds an energy beam dish outside of the SS13 station (similar to solars) and orient the dish towards specified coordinates, hooks it up to the grid and start beaming the energy in exchange for credits. Purchasing energy works similarly.
Also the power beam thingy could be emagable. In standard operating mode it will turn off when an object is blocking the beam but if emaged it will burn the object + drain all the power from the grid.
Also the console itself also can be emagable/hackable for adding pirate stations that will send money to your personal balance or in exchange for contraband drops. Or something more benign. Like adding syndicate stations with best prices (when hacked)
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- Joined: Wed Jun 12, 2019 5:52 pm
- Byond Username: HRTSultan
Re: Energy market
CE could just blow the 50k department card on energy and not set SM
as if that isnt a good thing pls PR
as if that isnt a good thing pls PR
- zxaber
- In-Game Admin
- Joined: Mon Sep 10, 2018 12:00 am
- Byond Username: Zxaber
Re: Energy market
I think a better solution would be creating capacitor banks that can be connected to the grid to charge and then pulled like a gas canister to cargo to sell.
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- Joined: Wed Aug 07, 2019 11:16 pm
- Byond Username: OFQ
Re: Energy market
It can be fixed with a proper supply/demand scale. Basically the more you buy the more it costs.TrumpetPlaya wrote:CE could just blow the 50k department card on energy and not set SM
as if that isnt a good thing pls PR
It would be definitely easier to implement and while dragging capacitors to Cargonia would be less fun thing to do it can make extra power useful. Alternatively we could condense plasma(from atmos/SM) into sheets using a ton of power. I think all this ordeal should involve at least some engineeringI think a better solution would be creating capacitor banks that can be connected to the grid to charge and then pulled like a gas canister to cargo to sell.
- Sandshark808
- Joined: Wed Sep 04, 2019 6:56 pm
- Byond Username: Sandshark808
Re: Energy market
This could actually be a good excuse for a revamp of how items use the powernet. If the code for storing power was consistent between SMES units, capacitors, and batteries, you could later add extra features like charging cells or mechs straight from the grid.OFQ wrote:It can be fixed with a proper supply/demand scale. Basically the more you buy the more it costs.TrumpetPlaya wrote:CE could just blow the 50k department card on energy and not set SM
as if that isnt a good thing pls PR
It would be definitely easier to implement and while dragging capacitors to Cargonia would be less fun thing to do it can make extra power useful. Alternatively we could condense plasma(from atmos/SM) into sheets using a ton of power. I think all this ordeal should involve at least some engineeringI think a better solution would be creating capacitor banks that can be connected to the grid to charge and then pulled like a gas canister to cargo to sell.
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Energy market
I don't think we should add this until some exploits are smoothed out, namely the stupid shit with radiation breaking the laws of thermodynamics
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- Sandshark808
- Joined: Wed Sep 04, 2019 6:56 pm
- Byond Username: Sandshark808
Re: Energy market
Does it really matter? We can already use fusion to do that, or siphon miasma with a vacuum chamber for infinite buxx. The money economy isn't really that seriously maintained aside from the most egregious exploits.PKPenguin321 wrote:I don't think we should add this until some exploits are smoothed out, namely the stupid shit with radiation breaking the laws of thermodynamics
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Energy market
What I'm saying is that turning energy into money would immediately lead to exclusively egregious exploitsSandshark808 wrote:Does it really matter? We can already use fusion to do that, or siphon miasma with a vacuum chamber for infinite buxx. The money economy isn't really that seriously maintained aside from the most egregious exploits.PKPenguin321 wrote:I don't think we should add this until some exploits are smoothed out, namely the stupid shit with radiation breaking the laws of thermodynamics
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
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- Joined: Fri Nov 10, 2017 12:16 am
- Byond Username: Tlaltecuhtli
Re: Energy market
no one cared about the exploit until i put on the mask
- Ghilker
- Joined: Mon Apr 15, 2019 9:44 am
- Byond Username: Ghilker
Re: Energy market
Making 1e22 GW of power right into the grid is not an exploit!
Is a way of life
Is a way of life
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- Joined: Wed Aug 07, 2019 11:16 pm
- Byond Username: OFQ
Re: Energy market
Like I said you can soft cap it with exponentially diminishing returns. More supply - less demand.
- Sandshark808
- Joined: Wed Sep 04, 2019 6:56 pm
- Byond Username: Sandshark808
Re: Energy market
That assistant breaking grilles is in for the shock of a lifetime.Ghilker wrote:Making 1e22 GW of power right into the grid is not an exploit!
Is a way of life
- Cobby
- Code Maintainer
- Joined: Sat Apr 19, 2014 7:19 pm
- Byond Username: ExcessiveUseOfCobby
- Github Username: ExcessiveUseOfCobblestone
Re: Energy market
When you balance power is when ill add mechanics that give you bonuses for having more power.
Voted best trap in /tg/ 2014-current
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- Joined: Fri Sep 22, 2017 4:06 am
- Byond Username: SpaceManiac
- Github Username: SpaceManiac
Re: Energy market
thoughts on power balance: increase flow and stock at APCs, reduce stock at SMES, reduce top-tier flow from SM, fix exploits
- Ghilker
- Joined: Mon Apr 15, 2019 9:44 am
- Byond Username: Ghilker
Re: Energy market
Mu expluyt
But seriously
make the SM produce less power with basic setup, not enough to sustain an active station so you have to connect at least 2 solar arrays.
Make the APC hold less power so that they have to drain more energy from the SMES and so more energy needed from the SM
Make the machines and lights use more power as well as the vents and scrubbers
Make the overload function of APC snip more power (like a quarter of the maximum or more) from the internal battery and the more power has the battery the higher chance to blow up a machine (more like having it smashed than blew)
Make the atmos "machines" (pumps, filters, mixers) to have a overclock function toggleable with a multitool to consume more power but to have a higher pressure/volume transfer with the risk of some spillages (in theory this should already be a thing if you look at the last fusion PR but it doesn't work)
Fix radiation exploit of infinite amount of matter bins (no more stupid SM power glitch)
Fix fusion TEG by adding a cap of power OR make fusion harder by adding tiered Canisters and pipes so that you need tier 4 canister and pipes to hold that pressure and heat, make it that if you dont use those it will blow up or spill everywhere
Other power making idiocy are good because most (if not all) of them are not glitched/are hard worked
But seriously
make the SM produce less power with basic setup, not enough to sustain an active station so you have to connect at least 2 solar arrays.
Make the APC hold less power so that they have to drain more energy from the SMES and so more energy needed from the SM
Make the machines and lights use more power as well as the vents and scrubbers
Make the overload function of APC snip more power (like a quarter of the maximum or more) from the internal battery and the more power has the battery the higher chance to blow up a machine (more like having it smashed than blew)
Make the atmos "machines" (pumps, filters, mixers) to have a overclock function toggleable with a multitool to consume more power but to have a higher pressure/volume transfer with the risk of some spillages (in theory this should already be a thing if you look at the last fusion PR but it doesn't work)
Fix radiation exploit of infinite amount of matter bins (no more stupid SM power glitch)
Fix fusion TEG by adding a cap of power OR make fusion harder by adding tiered Canisters and pipes so that you need tier 4 canister and pipes to hold that pressure and heat, make it that if you dont use those it will blow up or spill everywhere
Other power making idiocy are good because most (if not all) of them are not glitched/are hard worked
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- Joined: Wed Aug 07, 2019 11:16 pm
- Byond Username: OFQ
Re: Energy market
it would be great if SM had nice cost efficiency curve to it. At this point default setup + solars give you enough energy for a big station. Adding more emitters, upgrading stuff, adding more cooling loops is just a waste of scarce resources for no reason so it is in a way griefing similar to when robo dudes grab all metal and make like 6 borg shells at the shift start. Also old bug with SM discharge arcs that prevents them from getting captured by tesla coils and grounding rods is a big time party pooper for any tryhard SM engineer.Ghilker wrote:Mu expluyt
But seriously
make the SM produce less power with basic setup, not enough to sustain an active station so you have to connect at least 2 solar arrays.
Make the APC hold less power so that they have to drain more energy from the SMES and so more energy needed from the SM
Make the machines and lights use more power as well as the vents and scrubbers
Make the overload function of APC snip more power (like a quarter of the maximum or more) from the internal battery and the more power has the battery the higher chance to blow up a machine (more like having it smashed than blew)
Make the atmos "machines" (pumps, filters, mixers) to have a overclock function toggleable with a multitool to consume more power but to have a higher pressure/volume transfer with the risk of some spillages (in theory this should already be a thing if you look at the last fusion PR but it doesn't work)
Fix radiation exploit of infinite amount of matter bins (no more stupid SM power glitch)
Fix fusion TEG by adding a cap of power OR make fusion harder by adding tiered Canisters and pipes so that you need tier 4 canister and pipes to hold that pressure and heat, make it that if you dont use those it will blow up or spill everywhere
Other power making idiocy are good because most (if not all) of them are not glitched/are hard worked
- FloranOtten
- Joined: Sat Mar 02, 2019 6:50 pm
- Byond Username: FloranOtten
Re: Energy market
No. It isn't. There's 4 emitters in storage roundstart. Once there are T4 parts, there's usually enough material to be worth spending some on the SM freezers. Extra cooling loops are a waste? We can print literally infinite of them with the RPD. They also allow you to do hotter setups. I'd quite like to see SM discharge arcs be captured by tesla coils but I doubt it'd be much of a power source. Most tryhard SM engineers know that the negligeble amount of power one would get from those zaps are nothing compared to the power you can get by, say, moving the radiation collectors closer by.Adding more emitters, upgrading stuff, adding more cooling loops is just a waste of scarce resources for no reason so it is in a way griefing similar to when robo dudes grab all metal and make like 6 borg shells at the shift start. Also old bug with SM discharge arcs that prevents them from getting captured by tesla coils and grounding rods is a big time party pooper for any tryhard SM engineer.
You would definitely need to patch some exploits. We can't balance an energy market around both super power SMEs being hard to make normally, and retards being able to make 40 MW engines just by tossing in a few space bluespace RPEDS.
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1. You may not injure a revs are non humans or, through inaction, allow a revs are non humans to come to harm.
2. You must obey orders given to you by revs are non humanss, except where such orders would conflict with the First Law.
3. You must protect your own existence as long as such does not conflict with the First or Second Law.
Give me feedback!
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- Joined: Wed Aug 07, 2019 11:16 pm
- Byond Username: OFQ
Re: Energy market
Even with working grounding roads it gonna make SM look much cooler + allow it to run at higher power levels. And enable another level of autism like slime/anomaly farming with controlled delamination. At this moment power arcs seems to ruing equipment and zap dudes without electricity protection that kind makes SM too greafy.FloranOtten wrote:No. It isn't. There's 4 emitters in storage roundstart. Once there are T4 parts, there's usually enough material to be worth spending some on the SM freezers. Extra cooling loops are a waste? We can print literally infinite of them with the RPD. They also allow you to do hotter setups. I'd quite like to see SM discharge arcs be captured by tesla coils but I doubt it'd be much of a power source. Most tryhard SM engineers know that the negligeble amount of power one would get from those zaps are nothing compared to the power you can get by, say, moving the radiation collectors closer by.Adding more emitters, upgrading stuff, adding more cooling loops is just a waste of scarce resources for no reason so it is in a way griefing similar to when robo dudes grab all metal and make like 6 borg shells at the shift start. Also old bug with SM discharge arcs that prevents them from getting captured by tesla coils and grounding rods is a big time party pooper for any tryhard SM engineer.
You would definitely need to patch some exploits. We can't balance an energy market around both super power SMEs being hard to make normally, and retards being able to make 40 MW engines just by tossing in a few space bluespace RPEDS.
Extra cooling loops are waste in terms of adding a shit ton of freezers to run burning tritium/plasma shenanigans. The impact on station economy depends on server population and mining. Top T parts can be pretty expensive. Also risky SM setup gives nothing to the rest of the station but it can ruin everyone's day. Sometimes CE even ask SM memers to limit rads since it doesn't do any good but creates hazard. Local shitsec and condoms (for some reason) like to run around SM and get contaminated. Then they rush to medbey and SM plasmameme getting lynched for irradiating everyone.
- Sandshark808
- Joined: Wed Sep 04, 2019 6:56 pm
- Byond Username: Sandshark808
Re: Energy market
I suggested this in another thread, but I honestly think plasma windows should block radiation. There needs to be some protection for the station with a fully locked down SM with the shutters closed.OFQ wrote:Extra cooling loops are waste in terms of adding a shit ton of freezers to run burning tritium/plasma shenanigans. The impact on station economy depends on server population and mining. Top T parts can be pretty expensive. Also risky SM setup gives nothing to the rest of the station but it can ruin everyone's day. Sometimes CE even ask SM memers to limit rads since it doesn't do any good but creates hazard. Local shitsec and condoms (for some reason) like to run around SM and get contaminated. Then they rush to medbey and SM plasmameme getting lynched for irradiating everyone.
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- Joined: Tue Aug 02, 2016 2:13 am
- Byond Username: ReynTime13
- Location: Canada
Re: Energy market
Ridiculously increasing energy output with fucking Irradiated items and tritium engine shouldn't be required, as engineering fucks it up constantly or uses it as an excuse to fucking kill everyone with radiation. We don't need them to fucking be encouraged to do this.
I play Trevor Fea on Bagil, And Giorno Giovanna on terry. Yes, I'm THAT raging asshole. Sorry for being such a cunt.
Have I told you how much I hate engineering, by the way?
Have I told you how much I hate engineering, by the way?
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- Joined: Wed Aug 07, 2019 11:16 pm
- Byond Username: OFQ
Re: Energy market
Rads are actually easy to fix. We just need rad scanner airlocks similar to virus scanners that mad bey memers can install. So if you are radioactive as fuck you simply wouldn't be able to live the engine room.Reyn wrote:Ridiculously increasing energy output with fucking Irradiated items and tritium engine shouldn't be required, as engineering fucks it up constantly or uses it as an excuse to fucking kill everyone with radiation. We don't need them to fucking be encouraged to do this.
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