Typically performance is about doing the same with less cycles. Two excellent examples are the improvements to the Cybran build bots of the previous patch and the shield interactions of the next patch.
However, sometimes there are features that on their own appear completely redundant. And this in my opinion is one such feature. We're talking about the blinking lights that exist on 86 units of the base game. If you have no idea what I am talking about, neither did the people in the Discord chat when I was discussing it with them. See the screenshot below.
The four blinking lights of the Aeon land factory
The three blinking lights of an Aeon storage, of which two are hidden underneath the model
If you're unaware of these and what they do, here's more information about it:
Each army (player / AI) has one brain. The units with blinking lights are registered in the brain of each player. This requires a bit of bookkeeping. When there is a mass storage event, an energy storage event or the unit starts building something the state of the blinking light changes to red, yellow or green. Red indicates the player is likely stalling. Yellow indicates the factory is building but not stalling and green indicates the factory is idle.
Therefore, especially when there are many factories, the logics to adjust the lights and the creation of the effects are run quite often. Especially when the game is 30+ minutes in this is triggered quire often while it is a lot of code and logic for something that I am confident a lot of players (with the exception of maybe @ZLO ) are unaware of.
My question to you all is: is it alright if I just remove these blinking lights all together? For your idea:
- You can see the factory is building something because it is building something
- You can see a player is out of storage by looking at its storages
Therefore everything that the blinking lights would add to the game are still there.