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Steve Thomas
Minmatar
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Posted - 2010.05.15 08:28:00 -
[1]
Edited by: Steve Thomas on 15/05/2010 08:29:53 Ok let me see If I remember correctly
makeing it posible so that a battery of up to 8 weapons wil fire in one mass volly saved the game processing time from doing all the math for weapons F2 F3 F4 F5 F6 F7 and F8 when all you need to do is F1 X however many weapons match F1
you currently allow routs(for example) to be upgraded to 10X so we dont have to try to create bizaro rout webs to move things around.
so. . why the hell are you Developer types not allowing Extractors, storagesiloes, and processors to be defacto "fire linked" by scaleing up the processors and extractors so that you could set one extractor to draw (Say) 8X (I would cap it at 10X to be match the limmit on routes but thats just me), (if its a depetion issue spread the Depletion over a theoretical "10 pin" trianglular pattern centered on the extractor)
I suspect you will find yourself killing 2 birds with one stone
shuting up most of the people who complain that this is just a clickfest for no return
and help with part of the scaling issue your seeing from people useing Elites as pure T1 production facilities.
*.* *.* *.* *.* *.* *.* *.* *.* a (Long) Guide to Pi
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ULTImatio
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Posted - 2010.05.15 08:54:00 -
[2]
I think the Planetary Interaction aspects are run on a separate server.
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Steve Thomas
Minmatar
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Posted - 2010.05.15 18:02:00 -
[3]
Originally by: ULTImatio I think the Planetary Interaction aspects are run on a separate server.
Thats kind of irrelivant
the scaleing problem they ran into basicaly means that the more individual operations run the worse the system runs.
(or to put it another way, currently if one person runing 10 operations takes 10 "PCU time Units" to run the problem they ran into is that haveing 2 people run 15 operations on upgraded planets, instead of taking 30 "CPU Time units" its taking closer around 45, and three running 20 instead of taking 60 takes 180(due to all the cross dependancies) Bundling it would reduce it to say
1-3 3 (1 extractor 1 storage 1 Basic processor fedding into the CC 2-5 15 (2 extractors 1 storage 2 basic processors feeding into the Spaceport) 3-6 18 (2 extractors 1 storage 2 basic processors 1 advanced processor feeding into the spaceport) you would still have the Iteration expansion but by everything starting at a lower level its cripling point is further out.
*.* *.* *.* *.* *.* *.* *.* *.* a (Long) Guide to Pi
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Alain Kinsella
Minmatar
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Posted - 2010.05.16 05:54:00 -
[4]
Edited by: Alain Kinsella on 16/05/2010 05:55:55 ^^ This, please!
My only change to the suggestion is to cap the bump to 5x (and the bumps must still match CPU/GRID of # pins you're replicating, or lower what the CCs put out).
Even then, in Empire I would have only 2-3 extraction pins for an all-in-one P2 facility, instead of 10-12. Would make life easier for everyone, and still keeps the other annoyances in play.
EDIT - This would be a good use of the two (as of now unused) Planetology skills, btw.
--A_K
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