Power Management Challenges in Planet Coaster 2: Suggestions for Improvement

Hello everyone,

After countless hours immersed in Planet Coaster 2 and crafting expansive builds, I’ve encountered a recurring challenge that deserves attention: the current power management system. Specifically, the power requirements for larger builds feel disproportionately high, while the generators don’t seem to produce enough power to meet these demands efficiently. This issue becomes especially prominent when constructing ambitious projects like malls or large-scale structures.

The Problem: Complexity and Inefficiency

The challenge with power management in its current state is twofold. First, large builds demand significant power, yet connecting them to a power bank is cumbersome and unintuitive. To keep these structures operational, I often find myself painstakingly managing power distribution, which detracts from the creative flow of the building.

The Complexity of Large Builds

For example, constructing a large mall often requires a centralized power hub due to its scale. However, linking multiple mall sections to this hub quickly becomes a logistical headache. Each section must be individually connected, and the resulting power distribution network feels unnecessarily complicated, especially for larger projects.

While managing infrastructure adds a layer of realism, the effort required to ensure sufficient power can overshadow the joy of designing attractions and spaces for guests to enjoy. It often feels like I spend more time tinkering with power distribution than focusing on the fun aspects of park creation.

Impact on Gameplay and the Oswald Meter

Another significant concern is the impact on the Oswald meter. The additional infrastructure required to keep a large build operational quickly consumes valuable resources, limiting creativity and forcing compromises. This feels counterintuitive to the spirit of Planet Coaster 2, which encourages creativity and bold design choices.

Balancing functionality and aesthetics can become an unnecessary struggle. The current system often forces players to prioritize functionality at the expense of creativity, diminishing the overall gameplay experience.



Suggestions for Improvement

To address these challenges, I believe the power management system could benefit from enhancements to make it more intuitive and player-friendly:

1. Auto-Connect Feature

A tool that allows players to select an area or group of buildings and automatically connect them to the nearest power source would be a game-changer. This feature could significantly reduce the time and effort required to manage power, especially for larger builds, and let players focus on the creative aspects of park design.

2. Auto-Configuration Setting

An optional auto-configuration setting could take this further by intelligently managing power distribution across the park. For example, when placing a new building, the game could automatically assign it to the nearest and most efficient power source, minimizing manual adjustments.

3. Higher-Capacity Generators

Introducing higher-capacity generators would alleviate much of the frustration with the current system. By increasing the power output of each generator, players would need fewer of them, streamlining power management and reducing the complexity of maintaining large builds.

4. Regional Power Hubs

A more innovative solution could involve regional power hubs. These hubs could act as centralized power sources for larger areas, eliminating the need for excessive micromanagement and simplifying the overall infrastructure while maintaining realism.

5. Adaptive Power Scaling

Another idea is to implement adaptive power scaling, where specific generators automatically scale their output based on demand. This would reduce the need for overlapping power sources and make the system more efficient without sacrificing depth.



Why This Matters

Planet Coaster 2 is, at its heart, about creativity and fun. While functional, the current power management system sometimes works against these principles, especially in large-scale projects. The joy of designing sprawling parks and intricate structures shouldn’t be hampered by overly complex power distribution or insufficient generator output.

Simplifying and enhancing the power system would improve the overall gameplay experience and encourage players to think even more significantly and boldly in their designs. Whether through quality-of-life features like auto-connect tools or innovative solutions like regional power hubs, these changes could substantially impact.

I hope this feedback resonates with both the developers and the community. How are you managing power in your parks? What features or solutions would you like to see to make this system more user-friendly? Let’s work together to make Planet Coaster 2 the best!

Thanks for reading,
Willis1128
 
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I agree and disagree, the power management is lackluster, but not cause it is complicated, it is cause it is simple.....you build your solarpark (yes, they are more powerful than the generators) and slam distributors. There is not a real challenge in connecting circles. I mean even the entrances give you a lot power.

The challenge i would love to see, would possibly be that the distributors need maintenance/need to be connected to a path, right now it is to simple to hide them in a building, bury them underground or place them in a open field for maximum effiecency. The power system should challenge the player, not be a connecting chore to see if the player is capable of connecting dots.

Your suggestion more goes in the direction to turn the power system off, which is already an option. This doesn't mean that you can't build your power supplys for realism, but you don't have to place generators/distributors anymore.
 
I'd like it to be more intuitive and simple.
I'd like it to be more like this. Everything in your park needing power would have a power requirement value. The generators, solar panels, ect produce a power value.
You could then make backstage solar farms and power hubs and as long as you have enough generators or solar panels to cover your power needs then you're good to go.

This would take the faff out of the power management. It would also save you having to use the power distributors and place the cables. I'm really not a fan of these in their current form. The heatmap makes it almost impossible to see where you're placing the power distributors. You have to put them in awkward places to cover everything because they only cover a certain area. I'd be happy to see these go. Any why do they sound like diesel generators and are so loud? Surely, they'd only make an electric humming sound.
 
This is where we all agree, the current system is quite bad. As power is optional, i would kinda like it, to matter somehow and at the moment power never really occured on a planning / strategic decision, like can i power two flat rides and a coaster? and so on. But maybe if they fix the economics, then power (costs) could be a way. But i agree, those yellow circles have to go, since it is not fun.
 
I'd like it to be more intuitive and simple.
I'd like it to be more like this. Everything in your park needing power would have a power requirement value. The generators, solar panels, ect produce a power value.
You could then make backstage solar farms and power hubs and as long as you have enough generators or solar panels to cover your power needs then you're good to go.
THIS.
 
I still dont really understand how it works, feel like there isnt a good explanation or tooltips anyway. So I need a generator only at one place, and then I need distributors around the park?
 
yes, distributors place the yellow dots, you can only have facility, ride op booths and other power stuff within the circles (actual this are spheres). The distributor can be placed anywhere and don't require maintenance.

The Solar Panel/Generators/Entrance* are your power source. Then you must connect power sources with your distributor via invisible powerlines.

The system is not really strategic and feels more like a chore, than anything else. There is no challenge in it.

*The Entrance: supplys you with energy, but you have to pay for it, like you buy the power from regional companies, but actually provide a lot.
 
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