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42861 Grand Admiral
Joined: November 13, 2003 Posts: 32 From: Netherlands
| Posted: 2008-02-11 00:30  
after having another look at the Development log I noticed the removal of level 2 and 3 fighter bases on planets so there will be less fighter lag.. I personally think it would be a shame to only have a level 1 fighter base that would loose it's usefulness once level 3 defense bases come up, since the choice isn't that difficult between a level 1 fighter base and a level 3 defense base..
I've been thinking, and wouldn't it be possible to create a "fighter squadron" consisting of 2 or 3 fighters "molded" together, sharing coördinates, so there will effectively be the same amount of data being processed (no lag). (you could even make new models that look like 2 or 3 fighters but are actually just one 3d model with a weapons-hardpoint for every individual fighter. once the model that looks like 3 fighters is hit, it'll be replaced by the model that looks like 2 fighters, etc. Shouldn't be too hard to program(I'm a programmer myself))
I wonder what the devs think about this (in my opinion) very doable solution.
Planets need some accurate weaponry against invaders, not only slow moving missiles...
*note that this is also about Fighters in general and decreasing lag caused by them. This might reduce "fighter lag" by large amounts. especially when taking carrier dreads and support stations into account*
[ This Message was edited by: *VA*42861 on 2008-02-11 00:40 ]
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Leonide Grand Admiral Templar Knights
Joined: October 01, 2005 Posts: 1553 From: Newport News, Virginia
| Posted: 2008-02-11 00:33  
i believe defense base 3's have been removed as well.
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Ospolos Grand Admiral
Joined: January 31, 2004 Posts: 567 From: ON, CANADA
| Posted: 2008-02-11 13:01  
or just make one stronger?
Plus, multiple models wouldn't change the graphic lag created by them anyway.
EDIT: less missiles fired (Or no missiles at all) would fix the fighter lag, as long as the defense base launched one strong one.
[ This Message was edited by: Ospolos on 2008-02-11 13:03 ]
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doda *EP5 no longer exception...* Grand Admiral
Joined: December 11, 2005 Posts: 1012 From: happy land
| Posted: 2008-02-11 21:01  
I thought fighters were going to be using cannons now
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Ospolos Grand Admiral
Joined: January 31, 2004 Posts: 567 From: ON, CANADA
| Posted: 2008-02-11 22:40  
Quote:
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On 2008-02-11 21:01, doda *EP5* (No Longer Exception...) wrote:
I thought fighters were going to be using cannons now
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No one saying otherwise, I am just stating that missiles are what causes big heaps of lag with fighters, especually in large numbers. They should be cannons as far as I know.
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42861 Grand Admiral
Joined: November 13, 2003 Posts: 32 From: Netherlands
| Posted: 2008-02-12 00:45  
Quote:
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On 2008-02-11 13:01, Ospolos wrote:
multiple models wouldn't change the graphic lag created by them anyway.
[ This Message was edited by: Ospolos on 2008-02-11 13:03 ]
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By molding 3 fighters together in a single model, there will effectively be only óne fighter that looks like 3. It'll reduce the cpu workload of both the processor and GPU, since every single object in darkspace uses coördinates and requires calculations.. less objects means less lag
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2008-02-12 03:20  
There are only Fighter Bases now. We've removed FB 1 through 3 because we think it's silly to have that many, and we want to lower the amount of CPU usage used up by fighters - hence, we spawn less.
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42861 Grand Admiral
Joined: November 13, 2003 Posts: 32 From: Netherlands
| Posted: 2008-02-12 06:11  
I understand...
However, will they not be too weak to be considered as effective defenses then? One of the things I like the most when building planets is creating an effective defense against invaders.. I mean.. a planet should be able to launch more fighters than spaceships do, should they not? (or at least be stronger in that department)
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