Forums » Suggestions
Persistence timeout issue - connectivity solution instead
I was just thinking, and i think i may have an alternate idea for connectivity related solutions to the persistence issue.
Maybe rather than removing the persistence timer, as i said before reducing it a little to maybe 3.5 minutes instead of a full five minutes. This would allow a hostile party long enough to kill a damaged deshielded trident, but not quite long enough to deshield and destroy i think, if you are using the solo rag and then ship change methods. It would mean that if you have a party of 4 players with decent energy weapons, and the connection drops at the point they get close enough to shoot, then the trident will persist long enough for them to fully destroy it at 100% health and shielded. But in this circumstance, the trident has very little chance anyways. Even a single player with furies might manage it in this time. But a dent of 50% health at dropout will still likely die to almost any attackers. Just leans a little away from a certain death on timeout, whilst still making it difficult to evade an onslaught that would be worth fearing anyways. In my experience, if you exclude the furies people use to solo, then the minimum requirement to truly worry a trident player is four players with low to medium skill, or two to three with good skill, and with these groupings and efficient hostility a trident will die in a couple of minutes if it sits dead in space.
To those pilots who have swarmed my trident, and then boasted about it, i say gfs, and thanks for the experiences. Let us play nice eh? Hehe
But also... i had some thoughts in regards to connectivity, related to the actual playtesting i have done and also this last update got me thinking.
When playing on android, there is often need for the user to alternate between mobile data and wifi. Also, enabling a more robust way for the game to do this would likely reduce the problems experienced with connectivity in general. I was thinking, if the android connection timeout, which seems to be about 30 seconds, were increased to a minute or so, this would allow the time a connection seems to need to reliably switch over between the two types of connection, but also allow a better chance to reestablish a beeter connection when mobile data fails. It would of course require the ability to actual reestablish a new connection without fully being logged out, which seems complex.
Maybe rather than removing the persistence timer, as i said before reducing it a little to maybe 3.5 minutes instead of a full five minutes. This would allow a hostile party long enough to kill a damaged deshielded trident, but not quite long enough to deshield and destroy i think, if you are using the solo rag and then ship change methods. It would mean that if you have a party of 4 players with decent energy weapons, and the connection drops at the point they get close enough to shoot, then the trident will persist long enough for them to fully destroy it at 100% health and shielded. But in this circumstance, the trident has very little chance anyways. Even a single player with furies might manage it in this time. But a dent of 50% health at dropout will still likely die to almost any attackers. Just leans a little away from a certain death on timeout, whilst still making it difficult to evade an onslaught that would be worth fearing anyways. In my experience, if you exclude the furies people use to solo, then the minimum requirement to truly worry a trident player is four players with low to medium skill, or two to three with good skill, and with these groupings and efficient hostility a trident will die in a couple of minutes if it sits dead in space.
To those pilots who have swarmed my trident, and then boasted about it, i say gfs, and thanks for the experiences. Let us play nice eh? Hehe
But also... i had some thoughts in regards to connectivity, related to the actual playtesting i have done and also this last update got me thinking.
When playing on android, there is often need for the user to alternate between mobile data and wifi. Also, enabling a more robust way for the game to do this would likely reduce the problems experienced with connectivity in general. I was thinking, if the android connection timeout, which seems to be about 30 seconds, were increased to a minute or so, this would allow the time a connection seems to need to reliably switch over between the two types of connection, but also allow a better chance to reestablish a beeter connection when mobile data fails. It would of course require the ability to actual reestablish a new connection without fully being logged out, which seems complex.
-1
I like the timer as it is, if you have a problem get a better internet.
I like the timer as it is, if you have a problem get a better internet.
-1
5 minutes or even more should not be an issue. Just turbo out to 10,000+ meters and your dent should be fine for awhile. Sounds like someone needs a better internet connection or device.
5 minutes or even more should not be an issue. Just turbo out to 10,000+ meters and your dent should be fine for awhile. Sounds like someone needs a better internet connection or device.