Sector overload: Difference between revisions

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A '''sector overload''' occurs when too many objects appear in one sector. Once active, every [[ship]] will start taking damage until the number of objects in the sector is reduced. The sector overload effect is purely technical in nature; its purpose is to reduce the amount of Internet traffic required on the game server, as the game was designed to be playable on a 36.6Kbit modem connection.


A '''Sector Overload''' occurs when too many objects appear in one sector. Once the threshold is met every ship will start taking damage until the number of objects in the sector is reduced. The damage is non-directly proportional to the number of objects exceeding the threshold. Rocks, floating items and bases do not count towards it; pods count only as "half" an object. The threshold is set in the [[core]] file.
It is rather unpopular as a loud warning siren is played on every pilot's ship, and can be used to damage enemy ships which are hiding (such as [[stealth bomber]]s) rendering such tactics useless in large games. As sector overload normally occurs when important battles are occuring it does little to reduce lag, as every player needs to be in a single sector to help with the offence and/or defence.


The sector overload effect is purely technical in nature; its purpose is to reduce the amount of Internet traffic required on the game server, as the game was designed to be playable on a 36.6Kbit modem connection.


The value BaseClusterCost, in globals, sets the limit, where it must be negative, then the limit. So for 36 ships limit, you would use -36.
The damage is non-directly proportional to the number of objects exceeding the threshold. Rocks, floating items and [[base]]s do not count towards it and pods count only as "half" an object.  


The value (In the .igc file) differs among cores, this could be for balance reasons, or the core not being updated for a long time.
The threshold is set in the [[core]] file using [[ICE]]. The [[ICE Global]] "BaseClusterCost" sets the limit. It is phrased as a negative limit, for example for a 36 ships limit you would use -36.


On dn_000460, the Sector overload limit is 36, with any ship counting for 1, and pods, drones and turrets counting for 0.5. However, on GoDII_05, the limit has been raised to 50 ships, with the aforementioned 0.5 exceptions standing in this core also
The value differs among cores, this could be for balance reasons or the core not being updated for a long time.

Revision as of 03:16, 25 May 2009

A sector overload occurs when too many objects appear in one sector. Once active, every ship will start taking damage until the number of objects in the sector is reduced. The sector overload effect is purely technical in nature; its purpose is to reduce the amount of Internet traffic required on the game server, as the game was designed to be playable on a 36.6Kbit modem connection.

It is rather unpopular as a loud warning siren is played on every pilot's ship, and can be used to damage enemy ships which are hiding (such as stealth bombers) rendering such tactics useless in large games. As sector overload normally occurs when important battles are occuring it does little to reduce lag, as every player needs to be in a single sector to help with the offence and/or defence.


The damage is non-directly proportional to the number of objects exceeding the threshold. Rocks, floating items and bases do not count towards it and pods count only as "half" an object.

The threshold is set in the core file using ICE. The ICE Global "BaseClusterCost" sets the limit. It is phrased as a negative limit, for example for a 36 ships limit you would use -36.

The value differs among cores, this could be for balance reasons or the core not being updated for a long time.