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?
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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?
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2 |
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2 |
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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.
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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.
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4 |
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4 |
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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 |
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|
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?
|