For reasons beyond me, Creation is also hosting a Star Trek convention in the Seattle area during the same days: http://www.creationent.com/cal/st_seattle.html I know that sending the team to Seattle is probably infeasible given the overlap and key consideration that SF is essentially in Cryptic/PWE's backyard, but 1. What…
Fortunately, you are not a server. With the caveat that I am not a game programmer...here's some more quick math: Given that even inexpensive 5-year old computers can do multiple billion floating point operations per second, any halfway decent modern computer should be able to simulate thousands (if not tens of thousands)…
Exactly. I'd also like to see our in-game actions affect the STO lore, like if a war was won that would change the next Featured Episode, or if enough exploration missions (RIP...) were done in an area then they'd actually build out content for that area.
An orthogonal problem does not constitute a flaw in the idea. Client perf is probably a bigger issue, sure, and should probably be higher on Cryptic's priorities, but that doesn't mean that other things can't happen later -- or even sooner. It's plausible that this is a "systems" and "environment art" proposal versus the…
Point taken. However I realized what I'm actually trying to get at is that all of the added work would be on the server side, and should be trivial from a performance standpoint. For clients it's just more of the same; the server says what NPCs are doing just like right now without affecting perf either way, but players…
Now I don't know the game's internals so I can't say for sure, but my suggestion is explicitly designed to work within a system that can only handle small-scale instances. We already have battlezone maps that support 15 ships. It's true that they have client performance issues, but I'd bet those are primarily related to…
I agree that STO completely abandons many of the things that make Star Trek uniquely Trek, and I am sad for it, however: 1. I'm aiming for something that could have wide player appeal, which even for the STO crowd sounds like combat. 2. Realtime shard-wide persistent state need not be used for just combat -- but combat is…
The advantage of multiple instanced queued events is that they can be tiered by level, in the way that there are different Starbase 24 queues for levels 10-19, 20-29, etc. I don't think there's a reasonable way to balance a Lt. Cmdr and VA when there's such a wide power band just at VA. Part of the intended appeal here is…