glob2-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

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




reply via email to

[Prev in Thread] Current Thread [Next in Thread]