Topic: Attacking result options visible before attack

Didnt quite find the correct title for this thread, anyway here is the idea.

I would like to see some sort of feedback before i attack if i:

1. Blow up the planet
2. Destroy the buildings
3. I perfectly fine take planet and buildings

In the fleets screen some icon should represent above 3 states, so i know exactly what will happen when i click the attack button. This way i can determine whether to press or not without having to calculate nw differences all the time.

(optional): I would also like to see the nw difference that is making me not being able to attack a certain player/family so i can easily decide whether or not i can drop in range next tick, or find the gap not even wordt considering.

2

Re: Attacking result options visible before attack

Oh well thats interesting, the only reason it hasnt been done from the start is because of server overload.
Just notice it should have to calculate the result every tic for every fleet sent in the gal to show you the belonging icon, and then calculate again when u trigger and win the battle.
Right now the program only has to calculate it once, but if u send a 10 ticker fleet itwill have to do it 10 more time. Multiply this for the numbr of fleets and players sending fleets (even to family members).
The result would be a much longer tic update, even for a small playerbase, and for the future, if the community grows, it could simply crash.
In programation theres a main factor (among others) called 'efficiency' thats a must, and u'd be ruining it with all these extra calculations every tic

3 (edited by flyingreindeer 22-May-2014 10:08:23)

Re: Attacking result options visible before attack

Only has to do it when the fleet is hovering, not inbetween maybe,

Even so, its not that hard to do those calculations and they most certainly shouldnt be an issue for the server. Its not rocket science, servers are made to do these kind of calculations...

I dont think you have any idea of the impact, its low imo. Heck it can even be a view on the database instead of doing it all in code.

Seriously.

4

Re: Attacking result options visible before attack

Only when hovering? No, the idea is good if you make it complet, as example, sending fleets to family planets, you gotta know if you'll keep the infra, so after 2 tics the guy lost nw under 70% of yours, u have time to drop your nw or tell him to jump some. Its a perfect tool for infra jumps with planets swapping, but only with the info updated every tic. Same in a war, u are informed that ur fleets in route will blowup the planets, u have time to swap target to a bigger one, because you want the planets.
And i like the idea, just telling you the reason it hasnt happened.

Re: Attacking result options visible before attack

Well it shouldnt be a reason to be honest, computers are made for calculations (i know i know their is some database queries involved aswell, but that neither shouldnt be a problem).

What are we talking about, lets take a 150 player base, sending 100 attacks each, that means about 15000 calculations. Well if that is a problem for a server, there is definatly something wrong with it.

Anyway, the actual solution isnt the deal here, its an idea, and the idea should be judged, its up to the developer to determine the impact and whether or not it will be implemented.

Re: Attacking result options visible before attack

There's a Developer? lol who?

~*✠ ]PW[ Forever ✠*~

7

Re: Attacking result options visible before attack

lol atm the developer is occuping a ghost spot tongue