Power is subject to balancing. Here are the current settings:
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#define BASE_POWER 20 // amount of power available everywhere (if RC is up)
#define POWER_COMPETITION_RANGE 320 // buildables in this range will compete for power
#define REACTOR_POWER 40 // extra power the reactor yields in its range
#define REACTOR_POWER_RANGE 800
#define REPEATER_POWER 20 // extra power a repeater yields in its range
#define REPEATER_POWER_RANGE 400
#define LEVEL1_INTERFERENCE 13 // basilisk "power consumption"
#define LEVEL1_INTERFERENCE_RANGE 250
#define LEVEL1UPG_INTERFERENCE 16 // advanced basilisk "power consumption"
#define LEVEL1UPG_INTERFERENCE_RANGE 300
#define POWER_RELEVANT_RANGE 800 // max of all above ranges
The buildable power consumption is set inside their config files. It's currently 21 for the drill (so that it requires a close power source), 15 for the tesla and 10 for everything else.
Anything that has a range will have its value deplete linearly, so the RC would yield 20 extra power at its half-range of 400. The bar below buildables shows the spare power at the position of the buildable, where a full bar means BASE_POWER = 20 power.
How would you adjust these values? Do you have pictures of "sane" (non UBP) base layouts that worked before but require a repeater now? Is there a standard GPP base layout that doesn't work anymore?
Our goal is to allow both teams to build robust bases that can stand an attack of one or two individuals if left undefended. If anything we want to prevent turtling, where all resources mined over the course of the game are spent on main base defense as opposed to dropping the ckit for a gun or building forwards. So this is one of the two reasons to have a limit even in RC range (the other is to prevent hard cuts between the base area and the rest of the map).