
Drake Draconis
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Posted - 2008.10.02 17:17:00 -
[1]
Originally by: Kadoes Khan
Quote: 1.) We eliminate the a lot of the server load from reloading and tracking the current clip of 6-8 guns.
We replace it with one 'ammo bay' object. Furthermore, this is the type of behavior that can be *predicted* (ROF * number of guns * time = rounds spent) allowing for further server side optimization in high load situations. You don't have to check as often to see if the ships guns still have something to fire/are firing, you check once on activation, deactivation, type change and at a time when we have calculated that you should be 'getting low'.
Although you will still track 1 or 2 ammunition types this is hardly different from tracking the ammunition in a cargo hold. We will essentially reduce the algorithmic level of complexity *exponentially*, as we are no longer really worrying about moving around small ammunition objects every so often and tracking 8 different objects, we are now tracking 1 or two ammunition attributes within the ammunition bay object,
I've never written code for an online game so I'm not really sure how much of an effect this would truly have. You used the word "exponentially" how about more concrete answers? Fancy words don't mean much.
Quote:
2.) We reduce the currently huge advantage that Amarr ships have in lagged fleet battles. No reloading = no reloading lag = insanely higher DPS (10 to literally infinite higher DPS, depending on amount of lag). (There is a reason 15 Revs died in M-0 the other day, Bob knows what they are doing and the rev is far and away the best dread).
Amarr ships still have the advantage of not having to manage ammunition/ammunition bay, and will still be *excellent* choices for fleet battles, just not the *only* choice as they are now.
A removal of an advantage for a specific weapon type as a counter to lag is something I simply cannot agree on without giving something to compensate.
Quote: 3.) We can have the desired effect of instantaneously switching ammunition types. This results in a number of interesting situations, where there may be a tactical advantage to switching ammunition types.
You'll note two things here: First is that we are not dealing with clips anymore. We no longer have to move objects during battle at all, instead we decrement a counter. Changing ammunition is now a matter of changing a pointer object rather than moving 8 objects (a pointer change should be a comparatively free operation).
Also removes the consequences of not being properly prepared or making a poor decision.
I think time spent improving performance as well as upgrading server architecture to better handle the load is a better alternative.
ROTFLMAO
Epic Fail.
Google Mathematics and the key word Exponents.
As for the Idea.... don't think that would fix lag as so much... even if it did... it would be rather smallish in effect.
Valid points however as far as the programing aspect goes.
But I don't think it would effect much of a change. But I do like the idea of ammo bay as opposed to clips. Storing the ammo in a separate cargo "slot" much like a drone bay would prevent me from accidentally yanking my ammo out
^_^;
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