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Roleplay Conform System Shutdown enables "on the fly" Node Switch

Author
Tairon Usaro
G-Fleet Alpha
#1 - 2012-02-17 10:23:29 UTC
Game performance still suffers from a fundamental problem: CCP cannot switch nodes for a system on the fly.
How about a local system shutdown routine thats immersive and does not interfere with fleets fights in an unfair way.
If you accept a special phase of gameplay of say 10 minutes and a hard pause of 2 minutes, a system shut down and switch to an inforced node could be done.


Roleplay background
Whenever a system is overcrowded, the number of warp-drive reactors can induce a dimension transition of a system wide X-Ray Storm into this system, which forces all players to move into Shielding Shelters, hence disabling all hostile activities for the period of the storm.

Phase 1
Application for system switch
  • Can only be done when a system is already in TiDi by right clicking the TiDi symbol
  • Can only be done when the switch to another node yields perfomance improvements (not possible on single system super nodes)
  • Phase 2 is triggered when a quorum is reached. For example 25% of people in local

  • Phase 2 (5 min)
    Spawning of Shielding Shelters and System Broadcasts
  • When the Shutdown is triggered, forcefield-like Shielding Shelters are spawned (10 or so)
  • Shielding-Shelters have a 200 km radius, so no one gets bumped out by accident
  • A broadcast warns concering X-Ray Storm flashes
  • every 10 seconds there is a system wide X-Ray Flash of increasing power (after 3 minutes no ship in EVE can stand a hit)
  • Shielding Shelters disable all targeting

  • Phase 3 (2 min)
    X-ray Storm blinds visuals for a node switch
  • for a period of 2 minutes all visuals a replaced by a client side animation of disturbed visuals
  • all movement is disabled
  • system is switched onto another node

  • Phase 4 (5 min)
    Despawning of Shelters and returning to normal business
  • back to normal visuals
  • broadcast of despawning of shelter structures in 5 minutes
  • movement enabled after 1 minute

  • sidenotes
  • cynos can be casted with shelters
  • jumps onto the cyno can also take place within the 2 min hard shut down period, but are also queued with a client side pseudo blackscreen (client side animation of disturbed visuals)
  • TiDi is still effective, so 5 minutues starting and ending period may be delayed, but usually this is not very likely since performance heavy activities (battles , system jumps) are disencouraged by the storm setting.
  • Velicitia
    XS Tech
    #2 - 2012-02-17 12:56:23 UTC
    They can't do this (currently), due to the fact that (with a few exceptions -- e.g. Jita, and executed requests for a RF'd node) there are (or rather, there can be) tens of systems on a single node. This is why since they've added TiDi, there have been a few whines of "I'm ratting 6 jumps away, and two constellations over from a huge fleet fight ... TiDi isn't fairrrrrr!!!"

    One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

    mxzf
    Shovel Bros
    #3 - 2012-02-17 14:57:52 UTC
    Velicitia wrote:
    They can't do this (currently), due to the fact that (with a few exceptions -- e.g. Jita, and executed requests for a RF'd node) there are (or rather, there can be) tens of systems on a single node. This is why since they've added TiDi, there have been a few whines of "I'm ratting 6 jumps away, and two constellations over from a huge fleet fight ... TiDi isn't fairrrrrr!!!"


    This.

    I really wish people who know nothing about coding in general (and how the Eve backend in specific) works would stop posting ideas about 'simple' coding changes to the core systems. It really isn't that simple. They have experienced coders working for them and any 'simple' idea you can think of to 'solve' core game engine mechanics, has already been thought of atleast once.

    tl;dr: It just isn't that simple
    Tairon Usaro
    G-Fleet Alpha
    #4 - 2012-02-18 08:30:04 UTC
    Quote:

    They can't do this (currently), due to the fact that (with a few exceptions -- e.g. Jita, and executed requests for a RF'd node) there are (or rather, there can be) tens of systems on a single node. This is why since they've added TiDi, there have been a few whines of "I'm ratting 6 jumps away, and two constellations over from a huge fleet fight ... TiDi isn't fairrrrrr!!!"


    i dont think so .... have a look at the latest blog. 92-D was on a node with 83 - EIGHTY THREE - other systems. You can't tell me that if CCP had a process for switching nodes on the fly, there wouldn't be a better node for 92-D. on the other hand, the other 82 systems would also have the option to switch node .... so if the 6 miners in a system affected by the TiDi node decide to hop off the node, they could.
    mxzf
    Shovel Bros
    #5 - 2012-02-18 08:48:12 UTC
    mxzf wrote:
    tl;dr: It just isn't that simple

    Tairon Usaro
    G-Fleet Alpha
    #6 - 2012-02-18 09:16:37 UTC
    believe me ... it is .... all it needs is a defined system shut down.

    the system <-> node mapping isn't static (with the exception of Jita and pre-scheduled systems). If a system gets empty, it gets de-instanced from a node, when somebody is jumping in, it gets re-instanced, but not necessarily on the same node. It has also been done with crashed systems in the past, when the node crashed and CCP mapped the system onto an enforced node.

    => defined shutdown and you could map the system onto another node.
    Buzzy Warstl
    Quantum Flux Foundry
    #7 - 2012-02-18 14:58:08 UTC
    mxzf wrote:
    Velicitia wrote:
    They can't do this (currently), due to the fact that (with a few exceptions -- e.g. Jita, and executed requests for a RF'd node) there are (or rather, there can be) tens of systems on a single node. This is why since they've added TiDi, there have been a few whines of "I'm ratting 6 jumps away, and two constellations over from a huge fleet fight ... TiDi isn't fairrrrrr!!!"


    This.

    I really wish people who know nothing about coding in general (and how the Eve backend in specific) works would stop posting ideas about 'simple' coding changes to the core systems. It really isn't that simple. They have experienced coders working for them and any 'simple' idea you can think of to 'solve' core game engine mechanics, has already been thought of atleast once.

    tl;dr: It just isn't that simple

    Sometimes people who aren't immersed in the system can come up with a good idea that the programmers wouldn't think of on their own just due to perspective.

    I don't think that this is one of those times. This idea is inelegant, the programming would be more difficult than the OP seems to believe, and the interference with gameplay would be horrid.

    http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs