Power Sub-Stations and End Stations are located throughout and serve to bring electricity from the regional power plant in Elektrozavodsk to the various towns and cities of South Zagoria.
Sub-Stations are the major waypoints for electricity between the power plant and its ultimate destination at one of the end stations. There are only two. They both contain one small lootable building.
End Stations are the last stop for the electrical utility service of Chernarus. Once the lines have passed a sub-station, they make their way to one of four end stations which are all located in or nearby to a town.
How would it work? Find the generator and fix it (Would require ALOT of scrap metal and stuff, more than vehicles in general. Then once complete, you need a form of energy to keep the current afloat, that's where Jerry Cans come in use. Of course, since it would drain the living **** out of the gas, dozens and dozens and dozens would be required to make the electricity go on for a while. Especially at night, like you can see in the video above, that would be particularly useful. Sure, there will always be a few noobs who will go and grief lights, but that would add to the fun, and who knows, maybe you can fix them with wind shield parts?
Electricity sub stations are complex things indeed. Surely a slightly more suitable approach would be to enable generators, as many establishments have them (hospitals, some residences etc) and are deliberately fairly simple to operate and refuel.
I just realised that at the main page of dayzmod.com when you see a small slide show of screenshots, you once see a city (Probably Cherno) in the dark, with lights, and over 9000 zombies..... there is light there but not in the mod? Hmmm....
I hounestly don't see the point, not saying theres a bad side to it. Exept the fact it would attract EVERYONE in the server and turn it into a battlefield. But I don't see the need for this in the standalone. What would building a generator and lighting up a city achieve?
Cities are lit up! At least some streetlamps. Imagine some music-box in a bar starts playing some tune. Some advertisments start flashing. Gosh, actually somebody would shit himself when he is crawling in the night in Cherno and suddenly the whole surrounding go lighted.
Then imagine this. You take the tools and materials and go to any house you like, repair it's electricity systems and voila! Your house i now having lights! Electric oven can be used to cook meat and warm yourself. Wall ourlets allow switching on radios and recharge equipment batteries.
But all this is useless until DayZ allows players to escape night time by switching servers. This is rediculous. It's an immense waste of gameplay. Night is gorgeous in DayZ and add so much to the survival concept. *sigh*
Useless you say? I've reached the end point of DayZ where you have basically all of the gear and weapons in the game and a camp site full of everything. At that moment, you're stalled until you die or something as such. Maintaining and repairing electricity would help to do something and also be useful for other players. Plus night servers would become more popular.... oh and maybe I'm just insane.. but what if you could bring the power to the hospital and have a functioning defribilators and maybe bring someone out of death? Speculations....
This is really a thing that needs to be done in some point if not in the standalone on the first place then make it come in patch, DLC or at least in DayZ2. This could make some nice scenarios in power plants.
Unless you throw in wind power plants how can you explain this? Fuel-oil power plants require train shipments of fuel each day to keep running. Coal-fire plants require train shipments of coal each day to keep running. Nuclear requires constant supervision to control temperature. Basically wind power plants would last the longest without people to run them. But, the first time the wind picks up past a certain mph with no humans there to put the brakes on they would spin out of control and disintegrate.
With base building planned in the future, they should allow us to reinforce preexisting structures for our own use as well. You could have the ability to decide who gets the electricity from your generator.
Might still take a few batteries but they would still be easier to find, at least at first. You'd have to build a basic battery bank to better sustain the electricity. This would put an idea I read on another post to good use about having a lot of deserted cars in cherno (Kind of makes sense that there should be a lot of civilian vehicles in such a big place).
1) Unless you throw in wind power plants how can you explain this? Fuel-oil power plants require train shipments of fuel each day to keep running. Coal-fire plants require train shipments of coal each day to keep running. Nuclear requires constant supervision to control temperature.
2) Prime power generators require 30 litres of fuel per hour. Where does that come from? Without infrastructure there is no power. Only the smallest 10kw to 30kw generators make sense, and they can power individual buildings only.
2) Here we came to the crucial point of the main philosophical question. Egg or Chicken? Or, according to our DayZ setting, Realism or Gameplay. You will have to always sacrifice realism to make game playable. Otherwise you will meet a dead end where you will have to simulate chemical laboratories where fuel formulas are produced, then formulas used in processing factories which make fuel from oil, which is taken out from drilling site, and some mechanics for oil to be realistically present in that type of underground soil layer... gosh...
3) AMMO! This is even more infrastructure dependent resource. You can simply craft an AK47 or STANAG bullet and casing! Ok, you can use old casing, and smel another bullet... but.. well. .. it not easy at all.
So, Rocket said he will try to bring the scenario of DayZ as close to modern life as possible. And for the sake of this, we MUST pretend there is something infinite in this game world. We must accpet some compromises.
Authenticity allows this! Autheniticty requires you must think about many things, take into acount many aspects. This builds extended and deep experience. Example: "I need a car. I must find parts. I must combine them. I must refuel my car. I must protect it. I need metal plates. I must hide it. I need a camo net or bushes." OR "I need food. I can kill boar. I need weapon. I craft bow. I need string for bow. I craft string. I have bow. I craft arrows."
The depth of realism in this case is not the point! It is not vital that you have fantastic animations of you character sitting and cutting arrows out of a willow branch, with all the shreds springing from under the blade, and the arrow changing texture when skinned, and then complex animations of you placing an arrowhead on it...
Let's pretend authentically, that we have enough fuel to run a generator. Enough RESERVES at the powerplant to supply power if generators are reapired and somebody is pressing "GENERATE POWER" button at the powerplant controll room... and is not killed by bandits :)
I think introducting electricity to DayZ would be a great idea. I really like idea of not repairing but destroying repaired generator and than hunting for others who are in town atm ( I'm bad bandit) ; ).
I think that some people are a little bit too crazy about beeing realistic. The game can't be 100 % realistic because it WONT be fun at all! Just think for a while about "realism" in DayZ. It isn't realistic that EVERYONE can pilot a helicopter, is it? It isn't realistic that you run for 15km with 50kg on your back without a rest. Most of people wouldn't be able to repair car with instruction, and in dayz it is possible even without! So you see that if game would be 100% realistic it wont be fun! The most important thing is about finding compromise between playable and realism.