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Proposed Overdrive's energy/metal relation of r7342

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Date Editor Before After
7/19/2012 6:54:40 PMCArankShadark before revert after revert
Before After
1 This all seems unnecessary. What am I missing that prevents overdrive energy from being collected from the players, and splitting the overdrive metal proportionally every resource tick? Why have reset times and rolling contribution periods? 1 This all seems unnecessary. What am I missing that prevents overdrive energy from being collected from the players, and splitting the overdrive metal proportionally every resource tick? Why have reset times and rolling contribution periods?
2 \n 2 \n
3 This is all, of course, assuming the naivety of the system with regards to where the energy is actually coming from - the physical energy structures and the mexes. When I got my head around the overdrive system via reading the manual and viewing grid behavior ingame, it seemed obvious to me that the system would have full knowledge of which structures were producing energy and supplying it to which mexes. Based on the way people talk, it seems to me this is not done and a player's excess energy is available to the entire system globally, leading to a strange disconnect between the interactions of energy structures as energy production, and energy structures as grid-creating structures. However, the tooltips in game seem to support the idea of multiple isolated grids having maximum energy pools allowed to them, which I think led me to the original notion. Implemented naively, this still might allow surplus energy to sneak its way in via team energy sharing. 3 This is all, of course, assuming the naivety of the system with regards to where the energy is actually coming from - the physical energy structures and the mexes. When I got my head around the overdrive system via reading the manual and viewing grid behavior ingame, it seemed obvious to me that the system would have full knowledge of which structures were producing energy and supplying it to which mexes. Based on the way people talk, it seems to me this is not done and a player's excess energy is available to the entire system globally, leading to a strange disconnect between the interactions of energy structures as energy production, and energy structures as grid-creating structures. However, the tooltips in game seem to support the idea of multiple isolated grids having maximum energy pools allowed to them, which I think led me to the original notion. Implemented naively, this still might allow surplus energy to sneak its way in via team energy sharing.
4 \n 4 \n
5 I can think of ways the OD system should work given the concept and documentation provided, I have a ways I think the OD system works given the in-game presentation and player behavior, and I have ways I think the OD system works given the way people talk about it on the forums. None of these three seem to coexist. 5 I can think of ways the OD system should work given the concept and documentation provided, I have ways I think the OD system works given the in-game presentation and player behavior, and I have ways I think the OD system works given the way people talk about it on the forums. None of these three seem to coexist.
6 \n 6 \n
7 In summary: the fuck? Question: is there an engine/performance limitation on implementing "perfect" overdrive, considering all aspects of structure placement, physical grid connection, and player energy usage/contribution? If not, why all this roundabout; if so, what are the considerations and why not just dial down the tick rate/sequencing of overdrive calculation until happy? 7 In summary: the fuck? Question: is there an engine/performance limitation on implementing "perfect" overdrive, considering all aspects of structure placement, physical grid connection, and player energy usage/contribution? If not, why all this roundabout; if so, what are the considerations and why not just dial down the tick rate/sequencing of overdrive calculation until happy?