Expanding crew/officer limits ••••• (complete) Nakamura
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Expanding crew/officer limits ••••• (complete) Nakamura
The lag is completely gone from the early game. Not even giant furballs of 50+ strike craft cause any stuttering. We now have the option to expand the crew and officer limits by a small margin.
I wouldn't risk any large increase, since the early game appears to be rather dynamic. For now I propose increasing the per level crew from 130 to 150, and the per level officer count from 8 to 10. This will give us a total of 120 more crew, and 12 more officers. I will also disable the option for decreasing the possible amount of crew/officers, since soon it won't make a difference regarding lag.
I wouldn't risk any large increase, since the early game appears to be rather dynamic. For now I propose increasing the per level crew from 130 to 150, and the per level officer count from 8 to 10. This will give us a total of 120 more crew, and 12 more officers. I will also disable the option for decreasing the possible amount of crew/officers, since soon it won't make a difference regarding lag.
Last edited by Nakamura on Mon Jul 22, 2013 7:57 am; edited 1 time in total
Re: Expanding crew/officer limits ••••• (complete) Nakamura
A well needed increase.
People will probably argue that it's not enough. Testing will decide, besides this is a tweak lots of players have made on their own.
People will probably argue that it's not enough. Testing will decide, besides this is a tweak lots of players have made on their own.
ALC- Posts : 685
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Join date : 2013-05-08
Re: Expanding crew/officer limits ••••• (complete) Nakamura
This is an absolute minimum increase that is there so that every level increases the total available amount by the initial value. More can follow, especially for the high levels once we kill the lag that comes from rendering.
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