One BIG Sector

Development areas for Allegiance core (IGC) design.
Weylin
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Joined: Fri Mar 17, 2006 8:00 am

Post by Weylin »

Just how big can a sector be? It might be interesting ot have a game based in one gigantic sector with MANY tech and He3 rocks. With garrisons as far as 10K+ with plenty of room all around them.

Brawl is kind of cramped, just wondering how big you could make a sector so that it could support a large game.
Drizzo
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Post by Drizzo »

Dunno the specs for a sector's dimensions, but I'll tell you why a 1 sector conquest game won't work. You remove 90% of allegiance strategy by shoving everything into one large sector because you then you can not ripcord anywhere except to one TP. That means no TP2, no carriers, no assault ships, no ripping a con in so you can plant it uneyed, no ripping SFs to a forward tele to kill miners, no ripping figs for a galv/ or maybe base D run etc. Everything becomes brute force since a large part of finesse is removed.

Iron Coalition would be invincible on such a map, as well.
Last edited by Drizzo on Sun Jan 20, 2008 8:10 am, edited 1 time in total.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
Sugar
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Post by Sugar »

I think sectors can be changed with core (Remember epicDN?). As Drizzo said your idea is completely useless
madpeople
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Post by madpeople »

Drizzo wrote:QUOTE (Drizzo @ Jan 20 2008, 08:10 AM) Dunno the specs for a sector's dimensions, but I'll tell you why a 1 sector conquest game won't work. You remove 90% of allegiance strategy by shoving everything into one large sector because you then you can not ripcord anywhere except to one TP. That means no TP2, no carriers, no assault ships, no ripping a con in so you can plant it uneyed, no ripping SFs to a forward tele to kill miners, no ripping figs for a galv/ or maybe base D run etc. Everything becomes brute force since a large part of finesse is removed.

Iron Coalition would be invincible on such a map, as well.
almost, you can choose which tele to rip to if there are more than one in a sector, but if there is a tele you cannot rip to a non-base teleport receiver ( even if it is a large rip like tp2 i believe, perhaps we should consider this a bug, give preferential targeting to the base, but if you are trying to rip to the non-bae rip (targeted it then tried to rip to it, then you go to that one instead of the tele)

so as it stands, you couldn't use carries or tp2 if you build a tele, but you can use lots of teles in different places. or you could use carriers and stuff (i suppose belters on EOR would do well with their pretend tele constructor that drops uber tp probes, as they could use them instead)
Orion
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Post by Orion »

It has been done before, and it adds its own degree of strategy. I created a map with Saturn a long time ago, where the game took place in the 'ring' around saturn so it was full of asteroids. It was actually a pretty fun map /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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takingarms1
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Post by takingarms1 »

It sounds like it could be very interesting, particularly if you removed teleport receivers and allowed only 1 carrier.

Maybe this could be the basis for a new core?
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Kltplzyxm
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Post by Kltplzyxm »

Reminds me of the godawful giant sectors on the map Dune.

Big maps = Tac nightmare
apochboi
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Post by apochboi »

I had this idea along time ago when i started making cores. I thought the best way to combat Tac would just be increase the scan range of the bases. I also thought about removing teleports. But even on a large sector map Pushing a teleport next to an enemy base is a valid tactic on a map like that. It sounds like a fun idea. About 5 minutes worth of work on ICE to create. If people are serious about it I could create a Map and a Core for it. For people to try.
Sushi
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Post by Sushi »

I think it would be fun... however, to make it fulfill its potential, it would definitely need its own core balanced to it.

Also, one of the ways that Alleg works in terms of handling network loads is to divide things up by sector. Games played on such a "giant" map would be laggier.
apochboi
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Post by apochboi »

There would not be more lag. But I can increase the Limit on the sector overload settings to accomodate more players say 200 per sector lol
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