MKMoose Posted Tuesday at 11:51 AM Report Posted Tuesday at 11:51 AM Problem The current mechanic is entirely binary - either a windmill is affected by the turbulence or not - which means that different kinds of mistakes or attempts to game the system are punished equally, which ends up wildly disproportionate to their severity: a player unaware of the exact mechanics and ranges may easily happen to slightly underestimate the required distance between windmills and end up with no power gain until they relocate the windmill (or reduce its size), or even reduced total power if the new windmill affects multiple other windmills, placing windmills even one block too close as a result of forgetfulness, miscalculation or aesthetic reasons is punished in the exact same way as intentionally placing them so close that the sails visually hit each other, placing two windmills close to each other is punished in the exact same way as cramming many windmills in a small space (e.g. in an optmized 4 x N windmill). Main suggestion The main way to address these issues is to make turbulence scale with distance (the simplest way is linear, the theoretically ideal way may be gaussian, a good compromise is probably cosine or a polynomial approximate of gaussian) and scale with the number of windmills (possibly just stacked multiplicatively from each windmill, but some different relationship could be better). Additional ideas In no particular order: increase the turbulence range along the axis of rotation and reduce it otherwise, to incentivize side-by-side windmills instead of just any haphazard placement as long as it's far enough from each other, make turbulence update for a rotor right as sails are added to it, and remove the randomness from the automatic update. 2
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