Surge wrote:I think Doc Iridium is simplifying the issue here.
Of course I am, thats the entire purpose - simplifying the issue
JUST for calculating where everyone is in regards to each other, on the database side, lets assume that in a 50x50 battle, 9900 calculations would normally be performed every 0.25 seconds and the data sent to the clients. 9900 calculations, 9900 pieces of data sent. every 0.25 seconds.
Now with fog of war, every 0.25 seconds the same calculations are made on targeted enemies, or enemies that you are targeting, or those that have you targeted. each bot is capable of a maximum of 10 targets I think? (unsure what the real maximum is) but 100x10 would be 1000 precise calculations every 0.25 seconds.
The fog part is that the rest of the calculations are performed only every second. Here's what I'm thinking. At every second, a vector is calculated for each bot on the field, and the current position and vector is sent to the client. Every 0.25 seconds, any bot that is not being closely tracked, has it's movement vector extrapolated and that is where the client displays the other bot.
This should not be present at all in small group combat, only larger group combat.
It may be better to only have fog of war affect enemies, which would still reduce the intensity of the calculations, but not by as much. Otherwise staying in formation in a fight would be a bit rough.
It should be an option. If you want to see everyone, you can, but normally only the scouts and leadership really have a need to see where everyone on the field is at all times. Everyone else should be concentrating on repping the enemy's target, or pouring fire into the target your force commander has designated. Or both