
CCP Masterplan
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Posted - 2016.08.29 16:36:18 -
[1] - Quote
Retar Aveymone wrote:let's say we're working with 60s boomfs
my fleetmate hits me with a boomf, then 30s later a different fleetmate hits me with the same boomf
do I have 60s left from when the second fleetmate hit me with the boomf (i.e. getting hit refreshes your timer) or 30s left (i can only get a new boomf bonus when the old one has expired)?
Each individual boost application is tracked, and they all run in parallel. If you've been hit by multiple boosts (of the same type), then only the one with the best strength applies at any time, but they all continue to count down. Once that strongest boost expires then the next one becomes active, and so on until the last one expires.
Timeline might go something like this: t=0: Boost from A hits you with +20% for 60s. You are now getting +20% from A
t=30: Boost from B hits you with +15% for 60s. You are still getting +20% from A. B is currently 'hidden' by A
t=60: Boost A expires. You are now getting +15% from B
t=90: Boost B expires. You are no longer getting any bonus
EDIT to add
Scotsman Howard wrote:2. If the boosting ships are seperated a little - What happens if an allied ship gets hit by the high-skill players boost, flies around for 30 seconds (out of range of the high-skill player boost) and gets hit by the low-skill pilot (who is then destroyed right away)? Does the allied ship keep the high-skilled boosts for the next 30 seconds (for a total of 60 seconds) or do the low skill players boost override them since the pilot is no longer in range of the high-skill pilot (effectively losing 30 seconds of max boosts).
a. If the allied ship keeps the high-skill boosts for an additional 30 seconds, does the player now have no boosts (because the low-skill player died) or do they get the 30 seconds of low skill boosts they could have gotten?
b. Reverse of the above scenerio.
Hopefully explained in the example above. After a ship has given a boost to a fleet mate, whatever happens to that source ship after that point has no effect at all on the boost. It can dock, jump out, die, unfit, biomass etc. Boosts become totally independent of the source once activated.
"This one time, on patch day..."
@ccp_masterplan | Team Five-0: Rewriting the law
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CCP Masterplan
C C P C C P Alliance
1834

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Posted - 2016.08.29 16:44:33 -
[2] - Quote
Scotsman Howard wrote: Finally, TIDI
How will these function in TIDI (timers as well as game performance). Will the timers be tied to the server or real time? In large fleet battles where we will see many backups (now that that is a thing that you do not need to worry about positioning for) you have basically introduced a smartbomb that is exponetially larger than any other in the game. Now, in order to cause TIDI to anchor a citadel, all you need is to undock a fleet with command links and just start activating them. This is now a valid tactic that is allowable since having multiple boosters active at once is encouraged.
The module cycle time and the boost lifetime once applied will both be subject to time dilation effects.
"This one time, on patch day..."
@ccp_masterplan | Team Five-0: Rewriting the law
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