Disclaimer: I have no idea if this is possible and at what CPU cost.
If someone could make this as a mod, it would be awesome, if you see obvious problems with this or know that this is not possible, also let me know, so I won't waste time.
As we witness the decay of Western Civilization, reflected in the backwards economy choices in Planetary Annihilation, I would like to put forth a proposal to advance the spirit of TA further.
Energy storage in Supcom FA has been a long standing issue, with trillions of units of energy wasted every month on FAF. Everyone wastes it, even the top players, although at a much lower rate then the average noob. Connecting power storage to OC has been a great game improvement on FAF, but the problem persists. Given the chaotic nature of power use, it is almost always necessary to overproduce in order to keep as many options available at any game time moment as possible. Creating structures that are able to hold a set amount of power, is an awkward solution to this problem. Consider the following alternative based on the electric field.
The point charge unit: A unit that can be made to take any charge from -10 to +10, moving to the set charge value at 0.02 units per second.(0.01 per tick)
Properties: Not reclaimable, Not givable, Not capturable, Very volatile scaling with charge, health similar to t2 pgen, appearance and size similar to regular power storage(or smaller).
Cost: 420 mass, 2100 power, built by T1 engineers
The unit is built with initial charge at zero. If it is the only point charge on the field, its charge can be taken to any value between -10 and 10 with no loss or gain of energy. If another point charge is present then a change in charge of either point charge is accompanied by an energy gain or loss calculated by the following equation:
(Energy produced or used by a given point charge) = - (Energy of the given point charge on the previous tick) + SUM over all other point charges [(charge on the given point charge, current tick)*(charge on the nth point charge, current tick)/SQRT(distance to nth charge)]*(-18657)
Square root of distance used instead of distance, to discourage farming an to allow more interaction with allies and enemy.
At distances less than the mantis weapon range the contribution to point charge energy is assumed constant, with no discontinuity at mantis weapon range distance.
All point charges on the field, whether enemy, allied or your own are equivalent with respect to the above equation.
Storing Energy:
Two point charges are constructed with the charges set to approach values of the same sign.(See attached image C)
Energy is consumed, with the increase in charge, at a progressively higher rate. With increased charge the units become more volatile(explosive) and changes based on amount of charge and sign to allow for intel acquisition by the enemy. (red/blue based on color with increased bloom with charge, etc.)
Massive storage and fast extraction: Point charges of the same sign are built in large numbers in close proximity.(useful for collecting energy for things like teleports) Large charge buildups can be exploited by the enemy to steal the power, unless properly protected by shielding charges.(smaller charges of opposite sign closer to enemy)
Generating Energy:
Two point charges are constructed with the charges set to approach values of opposite sign.(Image A,B) This is possible to do with allied or enemy point charges, but efficiency decreases with distance. The balance will be to make these less efficient than t2 pgens, but in large team games this should give a lot of different possibilities, perhaps giving an alternative to the usual power generation progression.
The rate of generation or storage of energy depends on the given charge, with larger charges having a bigger effect, as well as the distribution of charges, that can be given directional qualities with respect to enemy/ally positions to share/deny/steal energy through the field.
Farming:
Given that charge only has two signs, a third point charge will be less efficient at generating or storing energy given its interactions with the other two charges. Efficient Farming will take space and an ordered lattice. Tech 2 and tech 3 power should be balanced to be more efficient, except perhaps for highest charge levels.
Maybe possible generalizations:
Moving charges might be bad on the cpu, but would be pretty amazing.
Large point charges given to civilians, allowing the player who gets closer to get an advantage.
Charges dropped off as bombs, to neutralize charge buildup used for power storage.
Higher tech level point charges that allow the change of charge at a faster rate, giving the ability to manipulate enemy resources.
Oscillating charges, denying enemy ability to use charges for energy storage/ generation.
Energy directed weapons forcing charge increase in enemy point charges, prior to a conventional attack, to maximize collateral damage.
Ability to give charge character to any structure.