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Thread Statistics | Show CCP posts - 10 post(s) |

Malcom Dax
Blacklight Incorporated Broken Chains Alliance
7
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Posted - 2011.11.18 17:01:00 -
[1] - Quote
For showing other ships hit/miss would it be possible to calculate the % chance to hit of all the ships in the fight client side? Hits and misses could then be simulated on the client in accordance with this percentage.
The client knows the positions and movements of all the ships on grid and when they start shooting at each other. The % chance to for each ship that is shooting could be partially calculated and communicated to the client when the shooting starts. The client could then plug in the data for angular velocity every few seconds to get an updated % to hit.
Looking at the % chance to hit formula on Eveopedia, there are a bunch of things that i assume the client does not know (sig radius, turret sig resolution etc) and isn't allowed to know. Everything in that formula can be rearranged into a couple of quantities that could be calculated on the server, one relating to tracking speed, turret sig resolution and target sig radius, and the other relating to weapon ranges. These can be passed to the client which can then add in the angular velocity information.
As far as communication overhead is concerned this may not scale too well, since it would add another few bytes to each 'shooting has started' notification, which in big fleet fights may amount to a lot of extra data.
I'm also aware that there is potential for exploiting the partially calculated chance to hit numbers client side and this may or may not be a serious flaw of the above. Blacklight Incorporated: Recruiting now for PvP and Industry. |

Malcom Dax
Blacklight Incorporated Broken Chains Alliance
7
|
Posted - 2011.11.18 17:37:00 -
[2] - Quote
Abdiel Kavash wrote: I don't care about the ratio of hit/miss. I'm not going to stare at someone for a few minutes, watching him get shot at, to determine that approximately 60% of those shots actually mised. I want to see that the last three shots from the enemy battleship landed on the friendly interceptor, and he will most likely need repairs NOW.
Would you actually watch for RR targets this way? I can't see this being of much use to you in a large fight, since there would be too many targets to watch and you can use the watch list to see actual damage, which is more informative than hits anyway. At best you would be able to watch one additional person (maybe more if you have good camera skills) but to me this is such an edge case and of such little utility that I'd prefer to see simulated hits/misses.
Blacklight Incorporated: Recruiting now for PvP and Industry. |

Malcom Dax
Blacklight Incorporated Broken Chains Alliance
7
|
Posted - 2011.11.20 10:26:00 -
[3] - Quote
Evenus Battuta wrote:Since the bottleneck of bandwidth is totally on server side, maybe you can try some P2P structure to exchange trivial messages only about graphical performance, in this case, hit/miss messages.
The load is huge for the server to boardcast hit/miss messages to everyone, but it's hardly a problem for client to recevie them, so maybe you can leave the distribution job totally between clients, server only need to boardcast list of IP address and socket number involved.
Call me paranoid, but I don't really want CCP to be telling everyone my IP address. Blacklight Incorporated: Recruiting now for PvP and Industry. |

Malcom Dax
Blacklight Incorporated Broken Chains Alliance
7
|
Posted - 2011.11.20 10:54:00 -
[4] - Quote
That's true. I'd not really differentiated between me and my character. I think I've played eve for too long  Blacklight Incorporated: Recruiting now for PvP and Industry. |
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