Tales from a mad student
Jacq
Join Date: 2002-04-04 Member: 378Members
<div class="IPBDescription">Estimating respawn time</div>May be i´m mad but i´m studying "Queueing Systems" for my September exam, i don´t know how is respawn time estimated for this mod, but if you give me stadistical data of the absolute deads in an game, i could obtain maximun respawn time allowed for a maximun waiting time in the respawn queue, it could be estimated for any numbers of hives/portals. All stadistical data about the game will be very usefull (number of players, time between direct confrontation...)
May be all this study will be usefull after all <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
May be all this study will be usefull after all <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Comments
the NS respawn system is based on a queue (FIFO - First in First Out) system, meaning the first to die is the first to respawn. However, the issue gets a litle more complicated than you'd think. When a player "dies" there is a 2 second black screen period before you pop into observer mode (are officially "dead"), so you are not popped into the queue until this happens. meaning that if nobody else on your team is waiting to respawn and the respawn time happens right in that 2 second space between life and death, then you miss the respawn. *I COULD BE WRONG ON THAT THOUGH*
Also, the number of hives or infantry portals affect how many spawn at once. 3 hives = 3 spawns, 2 inf portals = 2 spawns. everybody else just keeps waiting in line...
there used to be an old old bug of never respawning players but flayra has just recently squashed it! :D
mean time to respawn
mean number of players waiting to respawn
probability of finding 0,1,2,... players in the queue
...
not the first time i've been wrong, and won't be the last time either :P
So lifespans and "deathspans" (i.e. waiting times until next respawn) are not uniform or Poisson, but unpredicatable. You can try saying "an average player will stay alive for so long, on average," but averages depend on map, and on any given server there will be players of various skill. In addition, deathspans also seem to be affected by the number of hives and amount of resources.
So, to summarize: interarrival times of players are unpredictable, the "server" (read: hive or base) properties depend on the progression of the game. Therefore queueing theory is useless.
Nice thought though. Let's bring more science to NS (I can help if necessary).
. And if you know any secret about queuing systems that may help in my exam i will love to hear you <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> .
Last but not least, WELCOME to the forummmm, and sorry my spanglish
Put that into your tables. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->