Sector overload: Difference between revisions
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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 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 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 value (In the .igc file) differs among cores, this could be for balance reasons, or the core not being updated for a long time. | ||
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 | 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 | ||
Revision as of 11:53, 7 May 2008
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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.
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 value (In the .igc file) differs among cores, this could be for balance reasons, or the core not being updated for a long time.
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