DrTarDIS
Eldrich Timelord
- Joined
- Jan 16, 2014
- Messages
- 1,114
- Reaction score
- 310
ok on sectors and kombatt:OK we're actually talking NUMBERS now.
There's gotta be a good balance somewhere. Between server max velocity, jumpdrive distance and sector size there's gotta be a sweet spot after which you see diminishing returns.
-sector boundary crossing causes issues if sector-rotation is turned on: it's not really a rounding issue so much as a vector-transform issue. galaxy-north is actually sector-east (AFAICT), this makes the transformations on missiles, beams, cannons, and entities get bent all outta shape on crossing. When the sectors rotate around center since ship-X is sector-Z is galaxy X (AFAICT) this REALLY gets nuts as things move away from 90 degrees.
-Larger sectors and pirates being billions of miles away: Weapons have their range as a coefficient of sector size. This is in block config. If you make sectors 10 KM, but want the RANGE to be the same as 2km sectors, you divide all the range numbers by 5(cannons become 0.1 instead of 0.5, etc). This "keeps fights close" and discourages sector-crossing, a kluge for the transform issues.
-AI staying waaaay to far away, missiles are OP death from outside your HUD marker range, etc: See changing block config listed above, since AI stay at their longest range weapon.
this doesn't really address the "long travel time without jump" issue, but I'mma quote a mentor here:
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