Tesfa Alem
Death by Disassociation
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Posted - 2015.05.20 17:22:00 -
[1] - Quote
I'm very skeptical about all of this. Frankly about the idea that mermory will be 'saved.' Maybe the PS3 hard drive?
To get this straight to reduce the number of suits from 180 ( only total 96 but BPO vairants) to 20 (bullshit?) CCP needs to :
- Introduce 36 std, adv, proto Basic suit Power cores. 60 std adv proto role based power cores. The lowest count possible is this leaves us with 12 basic (light medium heavy x 4 races) dropsuit frames and 20 ( scout, logi, assaul, commando, setinel x 4 races)
So now the game will have 96 power cores and + 32 dropsuit frame rather than 96 dropsuits.
- If every variant raise the number from 96 to 180 as claimed by Aero, then you have to delete every single variant and turn it into a BPC skin and a BPC power core, one for each variant.
- The game has to load more slots every match: 2 more for every scout, commando, heavy; 4 for every assault, 6 more slots for every logi. These take up more game memory.
So the whole Dust will run better and smoother and free up assest, by adding more settings and combination than before , yeah right. I don't beleive it. Like previous ideas, stopping you from acessing chat in game, delete all your old mail, has made zero impact on game speed.
What it does do however is turn every suit into an APEX. This makes people happy. I'm not even against it. But the whole reaction is a bit, overblown IMO.
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.05.21 04:31:00 -
[2] - Quote
Pokey Dravon wrote:
You're not thinking deep enough. Let's consider this, each dropsuit has a list of attributes in the database. To name a few
High Slots Low Slots PG CPU Shield HP Armor HP Movement Speed Sprint Speed Strafe Speed Shield Regen Shield Regen Delay Armor Repair Rate Heavy Weapon Slots Light Weapon Slots Sidearm Weapon Slots Equipment Slots Grenade Slots ect. ect.
So lets just assume all dropsuits have 20 attributes associated with them, (the number is higher, but this makes the math simple). Also note that the only differences between tiers of suits, are the bolded items in the above list. Everything else is identical between tiers.
CURRENT SYSTEM
So lets just look at a single role and race.
4 Tiers (MLT/STD/ADV/PRO)
4 Suits 20 attributes each 80 attributes total
POWERCORE SYSTEM Lets flatline the slot layout, so now the only difference between tiers is PG and CPU. Now lets take that PG and CPU and assign it to 4 tiers of powercores.
1 Suit 18 attributes each (20 minus PG and CPU) 18 attributes total
4 powercores 2 attributes each (PG and CPU) 8 attributes total
TOTALS -Old System- 80 Attributes total
-Powercore System- 26 attributes total
So overall, the system is loading far less information, because the redundant information that is copied between suits within the same race/role is cut out, and the only difference is placed on the powercore, so only the differences are being loaded, instead of all the redundant stuff.
Okay so the memory saved is the dropsuit as an 'object' rather than the attributes. Power core or not, the PG and CPU are still attributes, its just changed via a module rather than assigned dropsuit template. So within one role, straight progession with power cores implemented as you describe it would be:
current, x 4 races: 4 frontline, 12 militia, 12 standard basic, 12 adv basic 12 proto basic, 20 std role, 20 adv role, 20 proto role, 5 officer role. 177 objects minimum.
Power core x 4 races: 4 Frontline, 12 basic, 20 role, 5 officer. 41 objects,
Dropsuit objects are reduced by
Tell me if i get this right. From what you are telling me, for every single race, they made frontline, militia, standard basic, adv basic proto basic, std role, adv role, proto role, officer role dropsuit ojects. Each oject has nealry everytied to it. The only thing that changes in progression is the slot layout and the PG and CPU. You caldari assault has the same stats at proto as it has at std, just changes in PG, CPU and slots.
Each time there is a different be it in slot layout / pg & cpu layout or skin texture meant a creating new object. Which make much more sense as to how easy it was hotfix slot layouts, find the coded object, find the number of 'slots' add and delete at your discretion.
So to free up space, they want to eliminate any differences in objects. Powercore is a set variable like all modules that is added to the suit and standardized slot layout means there is only one (for example) caldari assault object. A trait inherent to the suit object is changed to variable module. Textures have to be included in this. Because, otherwise there is no difference between the BPCs, BPO and thier mlt or std isk equivalents. Hence the SKIN modules.
What they have to do to really push this is through is delete every single object with a unique texture, and this means every BPO or BPC. Oththweise, since Proto suits have a unique texture , you're not losing 5 objects out of 9, your only losing 3.
Becuase texture from proto suits also make them unique ingame objects:
Power core dropsuit objects 4 frontline obj, 12 basic obj,12 proto basic obj, 20 role obj, 20 proto role obj, 5 officer role obj. 73 Objects
So, to break it all down into 1 object, SKINS and Power core whether or not a suit is a BPO or consumable has to directly linked.
So you have your default, singular suit object.
Put the Proto powercore module on it and a proto SKIN module automattically applies. Voila, you have you proto fitiing capacity and the proto look without the need for a proto object in the database. A seperate SKIN module simply overwrites the default one used by the power core. The same needs to applied for any bpcs or BPOs. Becaue we have BPOs is th reason why we need suit consumability directly linked to it. Otherwise, every single BPO is another object. The you just sell the power cores for either isk, aur, or LP.
Still, because slot count,and the 4 races, we will have 4 frontline objects, 12 (light medium heavy) basic objects, 20 (ass. logi, heavy, commando, scout) role objects, and 5 officer objects. Bare minimum is 41 objects.
And rebuilding a good chunk of dust from the ground up.
Redline for Thee, but no Redline for Me.
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