' Wrote:I get the strangest feeling that short of making bases invincible (and thus removing the need to siege them endlessly, cue Omega-3), removing them would be the only viable way to keep server stability.
We'd be overrun with bases everywhere unless you made them a LOT more expensive to build
Here's a better idea, it may seem weird at first but read through the whole thing. You'll only make yourself look like an idiot of you don't.
First thing is do double base HP. Below 80% hull, fuel cannot be bought or sold on the base.
Reps have 3600 second intervals instead of 16 second intervals unless the shield is active or the hull is at or below 50%, but if the shield is online the base will not rep above 75%. If you're wondering, this means it'll take roughly 24 hours for a base to rep up that top 25%. Perhaps one day repair ships will help serve this purpose in a very limited capacity (only effective up to 80%?), but I digress. Below 80%, the shield cannot be turned off once on, but between 65% and 75% reps triple in effectiveness (180k per rep per level per rep cycle instead of 60k). At current, there are not enough slots on the server to break a base's reps between 65% and 75%. This is designed to slow down the siege, forcing it to wait out the shield's fuel use. This also allows bases to be attacked and defended across time zones. Perhaps in the future we will have ships dedicated to heavy bombardment, and then the mechanic would have to be looked at again - but for now this would work.
Well the server instability seems to be well reflected when 14 BS gather together to siege a base. The base sitting there asking to be sieged by 14 BSs is but one of several reasons why a fleet would gather together, albeit a more frequent reason these days. I'm more with Dusty on what concerns me more (but unfortunately a solution I was looking at involves the number of systems crossed being limited and there's the issue that Disco doesn't use all the dots and lines on the true hardcoded map of Freelancer...). Anyways, the argument that each base getting popped is the result of OORP player hate holds as much ground with me as the argument that each PvP encounter is the result of OORP player hate. Case by case scenario. I'd really like fix console messages involving these bases though........
' Wrote:No, it's because I understand that we're pushing the server to its limits already. FL can only run on a single core, blahblahblahblah.
Long story short is that the software is hella unstable and always was, adding in stuff like player bases didn't help.
Though I can understand why you'd respond with something like that, to quote yourself:
Of course, you don't consider nor understand that the development team has/is working on solutions. Do I really need to point ya to Friday's signature? Do I?
Adding in player bases didn't bother the stability of the software at all. The problem is the grouping of so many ships all pewing. As I said, you don't understand what you're talking about.
We had the same issues when there were massive fleet battles; those, however, didn't/don't happen as much as base sieges do.
So while you are correct in that the software is somewhat unstable, you're inability to understand the subject at hand has led you to a rather ignorant conclusion. That is, that player bases are the cause of said instability, when in fact that are not.
Edit: If I were to agree that the logic used in this thread was valid (which it isn't) and applied it to real life. I'd have the justification to exterminate all of mankind. I mean, we are making our world unstable, why not remove us from the equation?
No, we're doing the intelligent (survival instincts too) thing and finding a way to correct that instability without taking such radical steps.
4.87's going to see the inclusion of a groundbreaking new game engine, something that will make us more current than ever and balance the game perfectly.
On a more serious note, although I mentioned it above, the issues with the 4.86 feature set really lie in balance. I don't think kneejerking and saying "well, it doesn't work now, so we have to remove it" is the solution. We do, however, have to get creative when it comes to balance, and such has not been given proper attention as of yet.
The idea guys are cranking away, and the coding guys will sit down and see what they can do. The system isn't perfect by any means, but that doesn't mean it needs to be scrapped either. Just some love.
' Wrote:The problem is the grouping of so many ships all pewing. As I said, you don't understand what you're talking about.
We had the same issues when there were massive fleet battles; those, however, didn't/don't happen as much as base sieges do.
So while you are correct in that the software is somewhat unstable, you're inability to understand the subject at hand has led you to a rather ignorant conclusion. That is, that player bases are the cause of said instability, when in fact that are not.
Actually, I think Daedric is right, albeit slightly snarky. (Which is fine, it's Spazzy after all.)
Anyone remember the days of the massive faction battles? Where we'd have the BHG|Core vs Order battles, where'd there'd be 20 ships in a single system all pewing at each other? WHILE everyone else was still on the server - that's the key thing. You get 100 players out in all the systems spread across Sirius, and then concentrate 20 additional people in one system shooting at them, server stability goes into the toilet.
Which is odd - because we were possible, without any issue, to have 50 people in about 3 systems shooting the heck out of each other and not have ANY issues whatsoever. (Thinking back to the special events I ran.)
I know what it is - Freelancer doesn't like having lots of players! Seriously though - there has to be some certain number that once it's reached for universe population, and then you concentrate 10 people in one system pewing - that's where the problem lies. Finding that number - meh - that's not what I do. <Summon code monkeys!>
(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
Give player bases insta-kill shield-bypassing weapons platforms.
And then place a device that does 50% hull damage to the base when detonated. Also, such device instantly-kills everything around it in a 6k radius. Bypassing ship shields as well.
' Wrote:invoulnerable
Invulnerable?
"The path to hell is paved with good intentions."
Quote:* Nodoka Hanamura is all about that SSH life
If you can't RP then 1.0
"There are more things in Heaven and Earth than are dreamt of in your philosophy - from our odyssey into Hell, we have returned with a gift."