Posted: Mon Feb 02, 2009 8:18 pm
There's a new topic in core developement about upping the sector overload limit again. I beleive that sector overload is a silly idea and just playing with the the limit will never fix anything.
I suggested a long time ago to use team based overload. It would create a real incitative for a team to not swarm a sector.
But now, I bring new ideas: Instead of doing damage, sector overload should both gives incitatives to teams to split between different sectors and while we're at it, I think it should also reduce the amount of datas transfered between players.
I'll list many ideas with little details, just to start somewhere.
Idea #1:
Having many different ships in the same sector could "jam" sensors and make ships harder to detect. Sector overload could just lower the sig of the ships in the sector. With lower sig, many ships might not be seen, which would reduce the datas that needs to be transfered and the lag.
Problems:
-While reducing the lag of the people in crowded sectors, it could incitate some teams to create them.
-It could have serious gameplay impact
On the good side, it could create new strategies.
Idea #2:
Create priority patterns(Some already exists AFAIK) and code a more interesting way to handle lag.
Examples of what could happen when sector overload is triggered:
- The icon of a fighter 5k away could turn white, It's model would be replaced by a ? and the game would only update it's location every 5 seconds(Or as fast as bandwith allows). There could also be an arrows showing its last known direction. Even better would be making the arrow longer the faster the ship was going.
- Friendlies ship should have a lower priority than enemy ones.
- Enemies who are closer would have top priority and rarely suffer from overload features.
- The target would get as much info as bandwitch allows.
Idea #3:
-Make overload team based
-When a team triggers its overload(They got more than the limit of ships in the same sector), lower the team scanning linking. With a massive overload, ships would only be able to see things that they can personally scan, they couldn't get help from others.
Problems:
-It could have no effect without some work because teams will usually form up together. A ship that could scan 1 ship might be able to scan them all, which would have no positve impact on lag.
-It could have negative impact on gameplay.
There's probably a lot more ways to to lower the datas that are sent in crowded sectors, I just think that
I suggested a long time ago to use team based overload. It would create a real incitative for a team to not swarm a sector.
But now, I bring new ideas: Instead of doing damage, sector overload should both gives incitatives to teams to split between different sectors and while we're at it, I think it should also reduce the amount of datas transfered between players.
I'll list many ideas with little details, just to start somewhere.
Idea #1:
Having many different ships in the same sector could "jam" sensors and make ships harder to detect. Sector overload could just lower the sig of the ships in the sector. With lower sig, many ships might not be seen, which would reduce the datas that needs to be transfered and the lag.
Problems:
-While reducing the lag of the people in crowded sectors, it could incitate some teams to create them.
-It could have serious gameplay impact
On the good side, it could create new strategies.
Idea #2:
Create priority patterns(Some already exists AFAIK) and code a more interesting way to handle lag.
Examples of what could happen when sector overload is triggered:
- The icon of a fighter 5k away could turn white, It's model would be replaced by a ? and the game would only update it's location every 5 seconds(Or as fast as bandwith allows). There could also be an arrows showing its last known direction. Even better would be making the arrow longer the faster the ship was going.
- Friendlies ship should have a lower priority than enemy ones.
- Enemies who are closer would have top priority and rarely suffer from overload features.
- The target would get as much info as bandwitch allows.
Idea #3:
-Make overload team based
-When a team triggers its overload(They got more than the limit of ships in the same sector), lower the team scanning linking. With a massive overload, ships would only be able to see things that they can personally scan, they couldn't get help from others.
Problems:
-It could have no effect without some work because teams will usually form up together. A ship that could scan 1 ship might be able to scan them all, which would have no positve impact on lag.
-It could have negative impact on gameplay.
There's probably a lot more ways to to lower the datas that are sent in crowded sectors, I just think that