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[Freeciv-Dev] Re: (PR#6815) Balancing Battle Response Time for Different
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[Freeciv-Dev] Re: (PR#6815) Balancing Battle Response Time for Different

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To: rt-guest@xxxxxxxxxxx
Cc: tomcatkev0@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6815) Balancing Battle Response Time for Different Client CPU/Network connection
From: "jjc@xxxxxxxxxxxxxxxxxx" <jjc@xxxxxxxxxxxxxxxxxx>
Date: Tue, 11 Nov 2003 06:29:05 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6815 >

On Tue, Nov 11, 2003 at 03:26:34AM -0800, Christian Knoke wrote:
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6815 >
> 
> On Mon, Nov 10, 2003 at 02:22:35PM -0800, Paul Zastoupil wrote:
> > 
> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=6815 >
> > 
> > On Mon, Nov 10, 2003 at 01:17:49AM -0800, Guest wrote:
> > > 
> > > <URL: http://rt.freeciv.org/Ticket/Display.html?id=6815 >
> > > 
> > > I play Freeciv 1.14.0 on a moderately old Pentium-233MMX Win 95 
> > > system.  This works great for the economic and diplomacy aspects, but I 
> > > find myself at a distinct disadvantage come wartime.  For 
> > > those 'counter-spy' type actions where reaction time is everything, 
> > > those folks with 2Ghz+ systems may have a factor of 10 on me for any 
> > > CPU related processing delays.  I'd like to suggest that it would be 
> > > possible to, upon connection to the freeciv server, do a Micro 
> > > benchmark to determine client connection speed and/or transaction 
> > > processing speed, and then scale the game mechanics appropriately to 
> > > avoid over favoritism for the gamers with the fastest computers (and 
> > > noting that this would need to rebench whenever they disconnect and 
> > > reconnect).
Why not just remove the twitch factor from spy operations?
If there is any unit on autoattack, then kill the spy/diplomat.  If not,
then let the spy always get a chance for one action.

So when a spy reaches a city at the server, the server checks to see if there
are any auto attack units in range, and if so, attacks the spy.  If not,
then the server hids the spy (The spy is in the city preforming the action)
and pops up the action choices for the owning client (might need to display 
city name for the client if this is not already displayed since the 
unit is hidden).  This way counter spy operations are the same for a 
client with a 2 GHz broadband connection as a player with a 200 MHz 
dialup connection.    

-- 
Josh Cogliati





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