Do you have the power?

Electricity in Clonk has always meant taking a power producer, for example a windmill, and linking it to a power consumer with a power line.
While that sometimes led to interesting-looking bases that had the appearance of spiderwebs, those electric lines were not much more than a ressource. The player had to place them in a certain way – usually without a lot of playing room.

In OpenClonk we now have the definition of a base: the area covered by your flags.
The approach for the power is now to throw lines out and have consumers/producers in the same base automatically be linked. Producers increase the power balance of your base and consumers reduce it. Power balance above zero is good, power balance below zero not so much and means one consumer has to be turned off.
Sounds pretty straightforward, huh?

The advantage is now that we can use the concept of “weird lines running through your base” for something more interesting than power lines and something the player hopefully has some fun constructing – (because, hey, weird lines running through the landscape are actually pretty cool).


Two wind generators and a workshop

Two wind generators and a workshop

  1. sizilium says:

    what a pitty!
    i liked the power lines in Clonk Rage.

  2. Zapper says:

    Noone said yet there won’t be similar lines. This just gives the opportunity to use them for more interesting things than as a neccessity for the distribution of a ressource 🙂

  3. TheBeefiest says:

    The lines were neat when attached to pumping out oil and water

  4. Zapper says:

    TheBeefiest, the change to the electricity does not affect pumps and pipes at all!

  5. Endu says:

    how about power lines to connect to bases

  6. Fahed says:

    well guys, having to build a flag to get eletricity for my pump which is underground (my base is above) doesnt sound like a great idea to me… and like so many of the others, i liked those lines 🙁

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