[crossfire] Metalforge down?

Anton Oussik antonoussik at gmail.com
Mon Aug 15 10:37:30 CDT 2005


On 8/8/05, Mark Wedel <
     
     mwedel at sonic.net
     
     > wrote:

>
     
        I suppose it could be a malicous player casting hundreds of runes on some
     
     >
     
      space which some player sets off.  but otherwise, if anyone has a clue, let me know.
     
     
Instead of processing each effect individually, would a better
approach not be to have a single spell effect per tile and add to it?

For example instead of having a stack of fireballs from meteor swarm
or banishment on one square, have one that has "Time To Live" foo.
Damage dealt can then be deduced from how long it has to live (a spell
that has longer to live should cause more damage as it is more
powerful?). It can then decay in strength with time, and if any more
of the same spell is cast on it, the new spell can simply increase the
time to live, and therefore strength and damage dealt.

Other spread, damage, and decay-related parameters could then be added
to make this more customisable. If needed it could possibly be made to
decay along some decay curve, but that would be more CPU-intensive.

I know this approach is very different from what is being done now and
will proably require substantial changes, but it should prevent single
players from being able to grind the server to a halt, as after the
initial explosion it will not matter if you have one fireball going
off or a thousand.

    
    


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