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Quelque Chose
New Eden Roller Disco Supply
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Posted - 2008.04.18 01:35:00 -
[1]
Edited by: Quelque Chose on 18/04/2008 01:37:41 On the small scale I agree it dumbs down the combat.
OTOH in gigantic cap fleet battles where both graphic and server lag are a huge problem I think it's probably a necessary simplification.
Besides, this is after all a MMORPG: it's a genre which isn't exactly noted for the depth of its combat systems. 
*edit* Tactical depth anyway. Statistically Eve's combat system is downright byzantine. ___________________________________________
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Quelque Chose
New Eden Roller Disco Supply
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Posted - 2008.04.18 01:40:00 -
[2]
Originally by: Shaun Klaroh
Originally by: Quelque Chose Besides, this is after all a MMORPG: it's a genre which isn't exactly noted for the depth of its combat systems. 
And even then EvE's is probably one of the most complex systems anyway.
Yeah, see edit: I spoke a little too quickly. The actual activity of combat is as plain- jane as any of the rest of them, but the kinds of calculations you have to do before the shooting starts are pretty meaty I must admit. ___________________________________________
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Quelque Chose
New Eden Roller Disco Supply
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Posted - 2008.04.18 02:07:00 -
[3]
Originally by: Assassin Akah
LOS is >>> NOT <<< ressource consumming. Infinite useless CONCORD flying around is. Because it require AI... LOS DONT. Its a simple code.
You ever play with the Unreal Editor? Collision calculations can constitute a substantial drain on the processor, especially when things start moving around. That's why most FPS games determine hits based on a cube or at most a low- poly cylinder that surrounds the playermodel instead of more complex locational damage systems or (at the most extreme) per- poly hit detection.
On the individual level it's not that much work to determine whether an asteroid is in the way or not but when you start making many thousands of such calculations per node per minute it starts to stack up... and people already complain pretty loudly about lag. ___________________________________________
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Quelque Chose
New Eden Roller Disco Supply
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Posted - 2008.04.18 02:16:00 -
[4]
Originally by: Assassin Akah ^---- Why not make that calculation client based? 
Anyway, Im going to sleep,working early, so yeah, keep it coming, I will read it all tomorrow.
Clientside hit detection is the Great Satan. ___________________________________________
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Quelque Chose
New Eden Roller Disco Supply
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Posted - 2008.04.18 02:18:00 -
[5]
Originally by: Assassin Akah One last post before going to bed. To the guy there saying Im a troll.
Its a lot easier, IMO, to calculate a little burts of maximum 8 bullets per ship then, lets say, a machine gun in any other FPS games.
Most games don't calculate each bullet though. Most machineguns are hitscan rather than projectile- based and the game simply calculates the duration of the hit and applies an appropriate factor of the weapon's dps. ___________________________________________
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