
![]() ![]() ![]() ![]() ![]() ![]() |
| Supreme Commander Live Forums » Supreme Commander Forums » General Game Discussions » Tick to real time relation? |
| General Game Discussions General discussions about SupCom. |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
Junior Member
Join Date: Mar 2007
Posts: 8
|
Hi all!
I'm a SC newbee hooked to the game & turning to XL for analysis ![]() Now I'm wonderning what's a tick? E.g. a UEF ACP builds a PG at build rate 10 for 125 ticks, i.e. in about 12,5s This PG is reputed to produce 20 nrg. 20 per what? (data taken from [url=http://www.supcomuniverse.com/unitdb/index.html]Supreme Commander |
|
|
|
|
|
Sponsored links
|
|
|
#5 (permalink) |
|
Senior Member
|
According to the math above, a build rate of 10 over 125 ticks is 12.5 seconds, making a "tick" equal to 1 second.
The generation rates are done via ticks as well I am pretty sure, however it is a continuous flow, NOT a +20 every second all at once. You can see this happen when you are spamming T3 engys on a T3 Power Plant, and your energy is depleted, but when the plant comes up, your energy level "flows" to max, it does not stay at 0 then "jump" to max when the game ticks. That is my guess on how this works. And as far as having a slow comp, it's going to be proportionate, but a tick "should be" about a second, and is probably managed fairly well considering players with slow machines can play online against players with fast machines and they don't have less resources :P
__________________
su - Last edited by NexXus_ : 05-07-2007 at 03:09 PM. |
|
|
|
|
|
#6 (permalink) |
|
Junior Member
Join Date: Mar 2007
Posts: 29
|
lol, ofcourse ticks aint client side only, the ticks are counted from the host probably, else there could be hacks that would make your ticks go faster, giving you more resources and faster build time xD
and the way it regenerates is idd a smooth flow, a T3 power plant wont bump you 1000 power evry seconds, it will give you like 1 power evry.. 0.001 second or something |
|
|
|
|
|
#8 (permalink) |
|
Junior Member
Join Date: Mar 2007
Posts: 8
|
@Nexxus: I can see why you're a senior forum member: you comment is simply seniorly clear. The XL stuff now works, I can prepare a build order & simulate how mass & nrg go up & down, as well as their rates.
Obviously, I did not go (yet) into fancy things like adjacency bonus & NJ helping another or SCU to build. But I may... With this, it's funny to compare the build order of some top 10 players in a variety of maps. Pretty interesting, you come to wonder how come the most efficient ones in the early game are not systematically ranked first. Must be something with later stages of the game I was told, but this is for future investigation ![]() |
|
|
|
|
|
#9 (permalink) |
|
Senior Member
|
Different builds are used for varying strategies, there is not one single most efficient build. Each player has their own style, and those styles work against some and not others.
The top players are those who are able to play a variety of styles and foremost have adaptability. Knowing the core of the game and how it works allows one to respond quickly and decisively, as well as make strong attacking decisions. Those with the most efficient builds tend to get locked in to them, and lose their adaptability, separating them from the pros.
__________________
su - |
|
|
|
|
|
#10 (permalink) |
|
Junior Member
Join Date: Mar 2007
Posts: 8
|
You are 100% right. It's interesting to study what people do, nevertheless. Taking habits is in human nature & highly reassuring to us, as we want to be in control - and SC (and RTS's in general) are just about that: being in control. There lies the trap you tell us.
On the other hand, we all know that what makes a great general or an industry mogul is, paradoxically, to be able to adapt quickly to the unexpected and think one turn ahead - cf. Sun Tzu & all his crap people love quoting here oftentimes :] |
|
|
|
|
|
|