View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0018109 | AI War 1 / Classic | Suggestion - Game Mechanics | Jan 3, 2016 3:56 pm | Jan 3, 2016 3:58 pm | |
Reporter | 100307009 | Assigned To | |||
Status | new | Resolution | open | ||
Summary | 0018109: create optional mode to reduce projectile travel time to zero | ||||
Description | When fighting large battles (about 25k+ firing units on each side) on not-so-high-end machine (1.8GHz CPU) the fight turns into a crawl. two in-game minutes turns into 10-20 minutes depending on the attackers. Neinzuls tend to be less heavy to CPU but bombers and missile frigates, maybe because when they fire their guns, they have to calculate a lot of things. big pile of missile/mlrs towers and fortresses don't help the cause ether. another thing is that many guns fire at the same target and if the fastest bullet destroys target - every other bullet is wasted. one more note is that a ship faster than a projectile can never escape it. if it jumps through wormhole - it takes autohit(or waits in limbo until receives all the bullets that pursue them). if it kites long enough - that raider will never get hit by a missile even if it's outside any gun's range. when unit teleports or goes inside a transport - afaik it's autohit too. if a forcefield jumps in front of ship to take the hit after the missile was launched - missile will ignore the field and hit it's target(if manages to tag it first) My suggestion is that any projectile travels, like, one frame and if the ship has potential damage bigger than it's hp - it won't be targeted by anything else for some time(in case some miracle happens). or make them fire like a sniper turret(but with range, damage and multipliers of original ships). this should do the job too. this shouldn't bring any unbalanced stuff since closer ships don't waste ammo and reload times of those who are behind and no need to calculate the travel path of moving targets | ||||
Tags | frames, performance | ||||
Internal Weight | |||||