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Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1798
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Posted - 2015.05.17 14:37:00 -
[1] - Quote
Theoretical work in progress
Will redit for clarity
Proposal keep suit and vehicle variable loadouts to merc quarters only Proposal keep suit and vehicle variable loadouts purchasing to merc quarters only
Proposal battle loadouts Proposal no market access when in battle
Battle loadouts suit selection a i.E. Heavy Battle loadouts suit selection b i.E. Scout
Battle loadouts vehicle a lav Battle loadouts vehicle b dropship
Instead of thousands of variables we limit to just four loadouts
But ,but what if i wanted a logi and an assault suits loadouts ?
Sure but you are limited to just two battle suits loadouts same as if you wanted a gunlogi and a madrugar
Two vehicle battle loadouts
No in battle purchasing
But,but what if my battle loadouts were wrong?
Redo at merc quarters not in battle
Why Got tired of seeing pc lag Got tired of 16 v 16
Well hope you folks at least look at this since a limited battle loadouts worked formags 128 versus 128
Welp thats my feedback post
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Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1799
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Posted - 2015.05.17 14:50:00 -
[2] - Quote
Stormblade Green wrote:Anybody else see something very familiar in his suggestion? Its from a post from when the replication build was active and we were still looking at mag gameplay
Problem with ps3 is its limited to 512 megabytes ram in shared pool minus os
Forgot to mention theres only two battle suits loadouts options at supply depo
Course my no vehicles in ambush from several years ago?
I used to post many ideas in feedback
Now?
I hardly bother |
Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1800
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Posted - 2015.05.17 19:33:00 -
[3] - Quote
Being in battle and able to restock any fit always looked like a wtf move The point Being you better have your loadouts sorted before battle
32 versus 32 beats Being able to restock during battle |
Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1803
|
Posted - 2015.05.17 21:18:00 -
[4] - Quote
Maken Tosch wrote:I prefer Aero's & Avallo's proposal better. Not only is it logical, but genius. Their proposal might even open up a chance to expand towards 32v32. Sorry but i disagree that whilst being in battle permits any type of loadout to be modified at any time and being able to buy anything?-,sorry but no like i said years ago
At homebase its logical to restock
But during battle ?
Hell no
You must deal with the consequences during battle of your limited loadouts
At present unlimited supplies along with unlimited loadouts is neither logigal nor sustainable if one wants 32 versus 32 and larger battle counts
Aeros and avallos proposal gives 20 options for loadouts along with UNLIMITED market restock during battle
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Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1803
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Posted - 2015.05.17 21:26:00 -
[5] - Quote
I sent in an idea like this back when we got our keys as part of the sony server stress test
The proposal was to improve frames per second by limiting packets transfer due to unlimited loadouts along with unlimited supplies purchase at supply depos
The responses from ccp were just retooled supply depos and an email telling me they had experience sorting things out
Good to see pc never lagged and all these lag problems were solved |
Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1805
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Posted - 2015.05.17 22:37:00 -
[6] - Quote
Scheneighnay McBob wrote:JIMvc2 wrote:Scheneighnay McBob wrote:Taking those away won't give a big enough performance improvement for 32v32
If CCP somehow does manage it, 5 point skirmish maps would be the only ones capable of supporting 32 v 32. That many players in a condensed area would murder performance. Look at MAG. It ran 32 vs 32 fine, 64vs64 fine, 32 vs 32 vs 32 fine, abd mega 128 vs 128 fine. Clearly Dust's engine is far less efficient. I believe I remember reading that when Dust was in alpha on the PC, on the carbon engine, CCP claimed to have successfully done 64 v 64 internally. The problem is too many variables versus a limited power pool aka 512 megabytes ram shared pool minus os Increased ps3 ram is not an option
So reduction to variables theoreticaly leads to better performance
If we have just two suit loadouts then its a set performance state per game If we have no in battle restock then its a set performance state per game
Much better than what we have now of 99 bugs 99 bugs Patch one bug around 129 bugs 129 bugs
A set performance state per game theoreticaly leads to patching bugs then theres a set state to introduction of expanded game content based on a stable performance set
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