The database is written in Commodore BASIC.
Hardest part is to virtualize thousands of Commodores on an Amazon potato.
The database is written in Commodore BASIC.
Mmm so serverside it's like 9000 spreadsheets. Impressive.
Well, there are well over 15,000 squadrons on PC, and probably a whole bunch more rapidly created, so I'm not sure there'd have been any fewer FCs.I also wonder how things would have turned out if FCs had been squadron only assets- would the salt still be flowing as much with stuffed systems and borked severs?
Well, we don't know. I'm not excusing FD, but the BGS is complex enough, adding thousands of moving stations on top of that might be too much for the architecture to cope right now. Its why I wondered how bad things would be if FCs were even more accessible, and how things would be if via squadron exclusivity the situation might have been better.
Well, there are well over 15,000 squadrons on PC, and probably a whole bunch more rapidly created, so I'm not sure there'd have been any fewer FCs.
The maps look silly but I haven't noticed any performance issues in Colonia from them - I suspect the issue is not the Fleet Carriers as such, but the number of players the FCs support going to and staying in the top systems, and the way the FC's large cargo hold lets people generally stay in-system rather than having to spend a lot more time travelling (and therefore more spread out)
I also wonder how things would have turned out if FCs had been squadron only assets
If so, ED would have had 2 more 1 person squadrons. And would still had a carrier for each account.
'Squadron' as in 'real squadron' with prices and upkeep to actually justify both features- that, and make FCs actually a real base of operations.
Even tho it seemed way too much, I wasn't really against 260 millions per week upkeep![]()
I'm not going to argue with anyone who says that releasing Fleet Carriers in their current form perhaps wasn't Frontier's smartest move ever, but there wouldn't have been enough salt in the galaxy to supply the furore that would have erupted if Frontier had said, "Here's the only major bit of content we're releasing in two years - and most of you can't have it."
We dont know for sure. Squadron exclusivity for carriers making it better is just your opinion.
Okay, so 150M/week upkeep ... that'd require a top-1000 squadron to keep it minimally running, or a top-500 squadron to maintain it without requiring them to dump the majority of their funds into it, with top-100 squadrons comfortably able to maintain multiple carriers, based on trade leaderboard earnings (and therefore able to split, if there's some silly "one per squadron" limit) ... or an individual player doing an hour or two of optimised mining/massacre stacking/carrier-assisted trading a week could manage it easily enough.I'm not sure by using raw squadron numbers as a metric though, since a lot of them are one person outfits anyway. If the entry and upkeep requirements were steeper so 'real' squadrons could only support FCs I imagine they'd be more of a prestige item and less of them about causing less server havoc.
If they cost 10 billion with say 150 million a week in upkeep it would weed out the weak squadrons and ensure FCs were operated by functional squadrons. But then I'd also expect more from the FC- perhaps when decommissioning kicks in after the novelty wears off (and the other issues) numbers might get to a normal level.
Okay, so 150M/week upkeep ... that'd require a top-1000 squadron to keep it minimally running, or a top-500 squadron to maintain it without requiring them to dump the majority of their funds into it, with top-100 squadrons comfortably able to maintain multiple carriers, based on trade leaderboard earnings (and therefore able to split, if there's some silly "one per squadron" limit) ... or an individual player doing an hour or two of optimised mining/massacre stacking/carrier-assisted trading a week could manage it easily enough.
On the one hand, it'd get rid of the people just using it as a convenient personal ship+module+cargo store and fast transfer (and probably also most of the DSSA, which is both an interesting use for them and one that doesn't clutter up $system-of-the-week with them)
On the other hand, how many of its other features are actually useful to squadrons? They're mainly a giant convenience feature to allow you to skip any gameplay you don't like (be that supercruise, interdictions, ship transfer delays, having to return to the bubble to sell data) and they lose most of that if you have to argue with thirty other people where it should be going today. So they'd probably need a bunch of additional features in that case ... but what?
Squads and squad mechanics and development is the reason why ED is still so bare. That's my opinion.We dont know for sure. Squadron exclusivity for carriers making it better is just your opinion.
They had about five years between KS funding and 3.3 during which the only features requiring multiplayer were Wings and CQC.Squads and squad mechanics and development is the reason why ED is still so bare. That's my opinion.![]()
Well, back after the Powerplay thunderbolt FCs were mooted to be for squadrons, weren't they?
Looks like we're getting a slight rebound on the FCs being updated each day - people must be finding something to do on them (red line is the 7 day trend).
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