Template:Node simulation/es

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Simulation of node interactions.[1]

This representation does show 111 nodes as part of this particular simulation. I'm not sure what the tick frequency is on this video. It might be something on the magnitude of like every second is probably 12 to 24 hours. So over time you start seeing these larger node systems building up to eventually where you might see Cities and Metropolises after some period of time; and what this allows the design team to do from a tools perspective, as they simulate this idea of how the world is going to progress, is it gives an opportunity to see strange happenings or something that we couldn't necessarily predict but was a possible outcome based on the variables present.[1]Steven Sharif

Los desarrolladores han creado un simulador de interacciones de nodos para prepararse para la la implementación del sistema de nodos en la Alpha-2.[1]

You can show the initial territories on the Verran map of what these particular nodes have governance over, or their Zones of Influence as we like to call them... As the simulation of this begins to advance and nodes begin to expand their territory and they begin to take over nearby nodes as a result of their of their growth, you start to see these power level ratings that are applied here on specific nodes that determines what type of takeover power it has and and what it pushes back against for other nodes that are looking to take over new territory as they advance.[1]Steven Sharif

  • También simula eventos, como PNJs atacando y deshabilitando ciertos edificios y servicios de los nodos. Si no se contrarestan estos ataques satisfactoriamente, el "marcador de salud" del nodo se verá reducido, lo que provocará una reducción de la ganancia de experiencia del nodo.[1]

It also simulates events: So each of these nodes will have a health ticker: when that health ticker is impacted it'll stop gaining power or gaining or slow down in its gaining of experience; and that's because certain events can affect a node by disabling certain services, disabling buildings. Players don't respond to that horde of zombies that have come out of the nearby ravine then those zombies can attack stables, they can attack service buildings, and prevent particular types of quests or activities and services from happening until it's repaired.[1]Steven Sharif

  • Los asedios a los nodos también se han simulado, con asedios exitosos provocando la destrucción del nodo, y con asedios fallidos, haciendo que el nodo no se destruya pero si que se desabiliten edificios o servicios; parecido a como ocurre con los eventos.[1]

It simulates the sieges if a particular node has a certain frequency that's set where we want to see randomization of how nodes get affected by sieges. Sometimes they'll be destroyed in the simulation. Sometimes they'll have disabled services again, similar to an event, because they didn't succeed necessarily at sieging the node but they did succeed at disabling some of the buildings as part of that siege.[1]Steven Sharif

  • Simula las posibles consecuencias de lo que podría ocurrir por las acciones de los jugadores, como dividir una ZOI a través de una vía fluvial o hacer que los territorios se expandan a islas o entre continentes.[1]

It simulates what players could potentially do as well when the game goes live; and that might include things like splitting up a particular Zone of Influence across a waterway, having your territory expand out to an island, or across continents. These are these are the types of things that we want to see players do eventually obviously but this tool provides the design team the opportunity to see it repetitively and over a fast period of time so they see these different types of outcomes.[1]Steven Sharif