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Mechanics Suggestion for peace-time OOS


Zorroexe1991

Suggestion

Instead of simulating a parallel sector when no player is in. Why not make it run based on another system, without simulating that parallel sector, and only update when it' all gone or player enter the said sector.

 

I suggestion. Based on the LUA in the data file i see. (i'm total noob in LUA).

 

Have it based on a pooled Health vs DPS of craft effective weaponry.

 

For Mining OOS:

Pooled.AsteroidHP  = Total Resources in sector x stone or richstone health multiplier per Material.Level

Effective.weaponry = check if equipped weaponry  > resource zone, if Weapon.MaterialLevel > Material.ZoneLevel then Higher effective weaponry exist.

Effective.weaponryBonus = min(1, Weapon.MaterialLevel - Material.ZoneLevel)

Ineffective.weaponBonus = min(0.5, Weapon.MaterialLevel - Material.ZoneLevel)

 

Effective weaponry DPS = count of Effective.weaponry x Effective.weaponryBonus x MiningDPS

Total Effective weaponry DPS = sum of all different MaterialLevel Effective weaponry DPS.

Refinery.EfficiencyRate = average of all Efficiency mining laser.

 

Server update 60.

Total Effective weaponry DPS = Total Effective weaponry DPS * 60

OOS.MiningProgression = Total Effective weaponry DPS - Pooled.AsteroidHP * TravelDeviation getInt(0,1)

 

Player loot refined resources per Pooled.AsteroidHP / Stone or richstone health multiplier * Refinery.EfficiencyRate

For Raw-ores, Cargo update 60, obtain Pooled.AsteroidHP / Stone or richstone health multiplier * Refinery.EfficiencyRate

 

When player enter mid-way, update asteroid. SectorAsteroid - OOS.MiningProgression.

Server, destroy/delete asteroid to the rounded value of SectorAsteroid.

 

When Pooled.AsteroidHP = 0, resources in sector is nil = true.

 

For Salvaging OOS:

Like Mining OOS, but Pooled.AsteroidHP = Pooled.WreakageHP.

Player loot items rate = Pooled.WreakageHP / Material.Strength health multiplier * Refinery.EfficiencyRate

 

For Gate traveling OOS: (map command to tell player craft AI ship to move, no need to run a parallel sector to simulate AI-controlled craft travelling to A to B)

Have to set a ETA travel between 2 gate based on sector distances.

Gate.TravelTime = 10 seconds.

Gate.ETATravel = (Gate.Point [A] [x,y] - Gate.Point [x,y] ) * Gate.TravelTime

Save.craft  = time on Gate.Point [A]

Gate.Point = Load craft = Save.craft + Gate.ETATravel + TravelDeviationTime getInt(0,10)

Server update =  Gate.ETATravel.

if Sector not empty, update entity in sector. (without ships, just stations and faction)

 

For Jump OOS:

OOS.Jump = craft hyperspace cooldown

ETA.Jump = number of jump * OOS.Jump

if remaining energy > 1, continue, otherwise end

Server update = OOS.Jump

if Sector not empty, update entity in sector. (without ships, just stations and faction)

 

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