Sector overload: Difference between revisions

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'''Sector Overload''' is where there are too many objects 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 treshold. 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.
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.


The reason behind this are mainly technical, as the game was designed to run on a 36.6 kbps connection.
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.

Revision as of 18:13, 7 October 2007

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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.

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.