Dynaverse.net

Taldrenites => Dynaverse II Experiences => Topic started by: Hexx on July 08, 2007, 02:18:33 pm

Title: Map sizes
Post by: Hexx on July 08, 2007, 02:18:33 pm
Yes it's alot of posts.
But you did have that huge gap where I posted nothing.

And after I stopped posting, some other people stpped posting
Coincidence?
You wish..

Anyway map size
Big? Small? Tiny? Extra freakin huge?
29x29 too small or too big for our player base these days?

Enquiring minds wouldn't mind knowing.
Title: Re: Map sizes
Post by: FPF-DieHard on July 08, 2007, 02:23:41 pm
Size doesn't matter, it's the VCs.   90% of the AOTK3 map wasn't used becuase I WANTED people fighting over a contained small area.  There could have been a lot more PvP on that server but for reasons I don't want to get into, it just didn't happen.

The big map gives a buffer so the econs can stay static and no empire can get wiped out
Title: Re: Map sizes
Post by: Dizzy on July 08, 2007, 02:55:46 pm
Size doesn't matter, it's the VCs.   90% of the AOTK3 map wasn't used becuase I WANTED people fighting over a contained small area.  There could have been a lot more PvP on that server but for reasons I don't want to get into, it just didn't happen.

The big map gives a buffer so the econs can stay static and no empire can get wiped out

Lol, we need a map with 9 hexes. the eight races and a neutral hex to fight over... I'll have to see just how small a map I can make. We will use a 1 hex draft radius so you wont ever be sure who your wing will be, lol.
Title: Re: Map sizes
Post by: Lepton on July 08, 2007, 03:55:21 pm
I would think that a smaller map size would less of a strain on database operations in general whether it's flatfile or SQL.  I would also think that a smaller map would be easier to create in the first instance and easier to do db edits on if necessary or desired.
Title: Re: Map sizes
Post by: KBFLordKrueg on July 08, 2007, 04:33:30 pm
The big map gives a buffer so the econs can stay static and no empire can get wiped out

Agreed.
Title: Re: Map sizes
Post by: FPF-Paladin on July 08, 2007, 08:35:31 pm
The big map gives a buffer so the econs can stay static and no empire can get wiped out

Agreed.

Same thoughts here.
Title: Re: Map sizes
Post by: FPF-DieHard on July 08, 2007, 08:45:03 pm
I would think that a smaller map size would less of a strain on database operations in general whether it's flatfile or SQL.  I would also think that a smaller map would be easier to create in the first instance and easier to do db edits on if necessary or desired.

I'm not so sure about that anymore since we've found how stably the server runs with a static econ. 
Title: Re: Map sizes
Post by: NuclearWessels on July 08, 2007, 11:33:18 pm
I would think that a smaller map size would less of a strain on database operations in general whether it's flatfile or SQL.  I would also think that a smaller map would be easier to create in the first instance and easier to do db edits on if necessary or desired.

As far as I can tell so far, the map size does have some impact, but the size of the shiplist has a much greater impact.

Cleaning out a lot of the unused/unnecessary clutter from a shiplist makes a huge difference in a lot of ways (amazing how many places the serverkit searches the entire shiplist to do things  :o ). 

dave
Title: Re: Map sizes
Post by: Lepton on July 09, 2007, 12:30:47 am
I would think that a smaller map size would less of a strain on database operations in general whether it's flatfile or SQL.  I would also think that a smaller map would be easier to create in the first instance and easier to do db edits on if necessary or desired.

As far as I can tell so far, the map size does have some impact, but the size of the shiplist has a much greater impact.

Cleaning out a lot of the unused/unnecessary clutter from a shiplist makes a huge difference in a lot of ways (amazing how many places the serverkit searches the entire shiplist to do things  :o ). 

dave


I would love to see a pared down shiplist.  No more junk in the yards.  No more oddball ships in AI missions.
Title: Re: Map sizes
Post by: Lepton on July 09, 2007, 12:34:38 am
I would think that a smaller map size would less of a strain on database operations in general whether it's flatfile or SQL.  I would also think that a smaller map would be easier to create in the first instance and easier to do db edits on if necessary or desired.

I'm not so sure about that anymore since we've found how stably the server runs with a static econ. 
Right.  How many hexes with how much econ each is needed for static econ?  My hope is that you can tuck some hexes away off in the corner off maps or deep in the empire's space, but if it a tradeoff between map size and stability, stability would certainly be more important.
Title: Re: Map sizes
Post by: KAT Chuut-Ritt on July 09, 2007, 08:29:20 am
Lol, we need a map with 9 hexes. the eight races and a neutral hex to fight over... I'll have to see just how small a map I can make. We will use a 1 hex draft radius so you wont ever be sure who your wing will be, lol.

STFU and join a ladder league.

 ;D
Title: Re: Map sizes
Post by: Dfly on July 09, 2007, 06:15:43 pm
I would think that a smaller map size would less of a strain on database operations in general whether it's flatfile or SQL.  I would also think that a smaller map would be easier to create in the first instance and easier to do db edits on if necessary or desired.

I'm not so sure about that anymore since we've found how stably the server runs with a static econ. 
Right.  How many hexes with how much econ each is needed for static econ?  My hope is that you can tuck some hexes away off in the corner off maps or deep in the empire's space, but if it a tradeoff between map size and stability, stability would certainly be more important.

I have a thought, which may go along with all this, and not to similar to what the last map was, sizewise.  How about a NO-FLY-ZONE for each race, all to be on an outside border.  Have a second area for each race where you do your supplies, and is your homeworld etc...  The outermost reaches could be separated by even a single line of neutral hexes that are designated as "outofbounds".  NO ONE would be allowed to fly in those areas at all(not sure this can be done with the server, but a ruling in the rules pages that no one reads would help). 
This way the "play area" is smaller, yet the econ can be more stable by having a larger map.
Title: Re: Map sizes
Post by: Hexx on July 09, 2007, 06:54:15 pm
I think the "no one reads" part covers how this would work nicely.

As I'm asking Dave if he can do- if you wnat players to stay out of hexes make sure their ship blows up when they enter the hex.
Eventually they'll get the message or run out of prestige.