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Re: [glob2-devel] teleporters
From: |
Stéphane Magnenat |
Subject: |
Re: [glob2-devel] teleporters |
Date: |
Wed, 7 Feb 2007 11:14:19 +0100 |
User-agent: |
KMail/1.9.6 |
> I think you don't understand what I mean.
> Tps are different, because they are bottlenecks.
> Imagine your planning an attack and want to get 50 warriors near
> your enemy quickly.
>
> You don't want:
> 1. When you don't enforce good behaviour:
> That your warriors run to the tp. The first warriors get hungry
> and want to get to an inn, but can't get back because of the others.
> Real big mess.
This should not happen as warrior should not try to go to war flag if the
distance is bigger than their food reserve.
> 2. When you don't enforce good behaviour:
> In case of a two way tp. Workers coming back through the tp.
> And again, no one can move, big mess.
If we have no-delay tp, this should be the same as workers crossing, say,
between the rocks. We could improve this issue by making tp big, such as at
least 2x2 but prefered 3x3 or 4x4.
> 6. In case of no queues:
> Most globs will be running in forth and back repeatedly. It would
> be quicker to use no tp at all.
Why? Excepted for the crowding issue that is a real problem, if tp work
transparently (without queue or user control of any sort), why should this
problem arise?
Have a nice day,
Steph
--
http://nct.ysagoon.com
- Re: [glob2-devel] teleporters, (continued)
- Re: [glob2-devel] teleporters, Stéphane Magnenat, 2007/02/06
- Re: [glob2-devel] teleporters, Leo Wandersleb, 2007/02/06
- Re: [glob2-devel] teleporters, Stéphane Magnenat, 2007/02/06
- Re: [glob2-devel] teleporters, Kai Antweiler, 2007/02/06
- Re: [glob2-devel] teleporters, Leo Wandersleb, 2007/02/06
- Re: [glob2-devel] teleporters, Kai Antweiler, 2007/02/07
- Re: [glob2-devel] teleporters,
Stéphane Magnenat <=
- Re: [glob2-devel] teleporters, Kai Antweiler, 2007/02/07
- Re: [glob2-devel] teleporters [edit], Leo Wandersleb, 2007/02/06