Goal:
To make electricity more realistic, and to offer more advanced options for circuitry.
Idea:
Make SPRK values, i.e. tmp(s), and life, to act as voltage.
Examples of use:
In electronics such as TESC and ETRD, the higher the voltage determines size of lightning, or the greater the minimum required distance between elements, respectively.
Would also create heat levels dependant on voltage... So overheating would not be a problem unless you increased voltage.
In some cases, if circuits are overloaded, wires explode... Which may be a new twist to EPM(s), as this could multiply the voltage of an existing spark to overload a circuit, in turn causing an explosion due to heat and pressure.
How?
Set sources of SPRK to introduce various levels of voltage, i.e. BTRY = USER SET VALUE (DEFAULT = 1V), THDR = 1000V, ELEC = 2V. (Values just for example)
Additional ideas:
With this in place, the brightness of tungsten is affected more by voltage than the amount of heat. (That could be a toggle option.)
Photons passing through a gas, (like Co2), that has a high enough voltage would gain an extra property or two, i.e.: Pressure generation (Explosivenes), penetration into materials (reflecting on reality), and/or total reflection (like QRTZ except off of almost any surface).
For those who like to get worked up about everything:
From what we can see, the devs wouldn't add anything to the game that has potential to break saves. (You don't have to worry about this breaking the game.)
phox:
sounds cool, I like to build spaceships so this would fit really well without having infinite electricity being split across wires lol, how would generation work though? would electrons still spark metal and how much voltage would be created?
As mentioned in the "How?" section, battery would output normally, the only changes would be to other spark emitting elements like THDR, ELEC, and LIGH; Battery output would also be able to be changed by setting the voltage value to the desired amount... So if you intentionally want to cause a meltdown, say as an electric igniter for a bomb, you could easily set the voltage ridiculously high.
The amount of voltage electrons would produce when hitting metal would entirely be up to the devs... This was just a suggestion, something put out there, to give the devs some ideas for improving the game, and ultimatley it's up to them to balance things out. (Like the voltage produced from the various power sources)
As stated in the "Examples of use" section, I feel this would allow more to be added than just signal strength... Like when you want to overload wires.
In electrolysis this could be used to electrolyze water at a much faster rate.
With Tesla coils you wouldn't have to go through the process of using PROP or creating a big ball of TESC just to get rid of most of it thereafter... And it wouldn't be limited to the same size discharge that way.
With EMP it would affect the range of effect.
With ETRD it would either make it so a sufficient voltage is required to create an arc across the desired distance between nodes, or it would increase the amount of plasma that is created upon arcing.
With switches it would make it so that the same amount of voltage, or higher, is required to turn the switch off, as was used to turn it on.
I'm sure there are many more functions that could be created to give this idea more relevance; However, I have neither the time nor the mental capacity to name them all... At the moment. (I'm tired out of my wits)
Realistic batteries may also become tpt reality if this makes its way into the game.