Hello again, ML!

When gerard_ quietly committed his overhaul to the power system, I saw
several flaws with it. At the time, though, I was busy with other
work, so I just mentioned I disagreed with the system and that I would
work on a replacement proposal.

Around half a year later, gerard_ logged into IRC, and I remembered I
was supposed to work on a replacement proposal. I brought it up, and
he agreed that his power flow system had a few flaws, and liked my
proposal better. Several other users (I don't remember who, but I
think Daltx, EvilGuru, Kreuvf, and Safety0ff were among them) did as
well.

So the proposal is this: Direct debit plus power queue.

Direct debit is the system used in Supreme Commander 2, as well as all
the C&C games (I think) and all the StarCraft games. They use it
because it's the best. When you want to make something that costs,
say, 50 power, your power goes down by 50 and you stop making it.

Anyway, basically, the biggest problem with the power flow system: You
never know how much power you have. Say you want to build something
that costs 50 power. You have 60 power left. Do you have enough power
to pay for it? Answer: It depends on how many other things you're
currently spending power on. This means that: You have to keep track
of what's sucking power, and you also have to do a bunch of
complicated math to figure out if you have enough power left to do
anything.

That's the advantage of direct debit. You instantly know. Is 50 less
than 60? If so, you have enough power. If not, you don't.

The second disadvantage of power flow is that, since there are sources
of power decrease as well as power increase, you need a complex
interface to keep track of it all and visualize it. With direct debit,
all power deductions come instantly, so no complex interfaces are
necessary, besides maybe queue jumping, which can be as simple as
double-clicking.

The third disadvantage of power flow happens when you're at zero
power. Say it takes 1 minute to accumulate enough power for a tank. If
you just naively click on a tank in the two factories, you won't have
either tank until 2 minutes have passed. But if you make one tank, and
then start the second one right when the first finishes, you'll have
one tank after 1 minute, and you'll still have both at the 2 minute
mark. That means the power flow system encourages micromanagement.

My direct debit system automates that process - if you're low on
power, it automatically puts all your power into the first thing in
your power list, instead of spreading it around. That way, the last
thing takes just as long, but you get everything else much faster, and
this all happens automatically, instead of you having to micromanage
it when you, as an RTS gamer, have better things to do, like
micromanaging an attack, or building up your base.

gerard_ said that the only reason he implemented a power flow system
instead of a direct debit system is because direct debit systems
traditionally disallow you from building things once you're out of
money. My patch solves this with a power queue - instead of
disallowing the build, it puts it on a queue instead, and thus my
patch is superior in every way to the current system, and gerard_
endorses it.

Per had some reservations about it, which is why I'm posting this
lengthy justification of my patch. I hope this explanation (and the
support of the majority of users and devs, including the guy who wrote
the old system) is enough.

The patch can be found at: http://developer.wz2100.net/attachment/ticket/1970

-Zarel

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