Massive Assault
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multiplayer query
http://www.massiveassaultnetwork.com/forum/viewtopic.php?f=21&t=1620
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Author:  xcomcommander [ Tue Sep 07, 2004 4:32 am ]
Post subject:  multiplayer query

Is it possible to set in place a mechanism whereby there are multiple players in a game?

my first thoughts on this are

1) there would have to be pre defined equal teams.

2) some of the existing maps would support this.

San

Author:  xcomcommander [ Tue Sep 07, 2004 4:37 am ]
Post subject: 

oh and

3) large maps could be created with three player teams involved.. this would be cool but the problem would be the time inbeetween turns as the current system stands.


Solution a) some form of simultaneous move was implemented, whereby all one team can move simultaniously then the other team does the same

Solution b) it was considered one teams go. It then doesnt matter which of the players from taht team went first. Each player from that team would recieve notification at the same time that a turn needed playin. The first team member available takes the first turn, then the second team member from the same team then the third available... this would cut down wait times nicely.

San.

Are there any game developers here that have any further thoughts on this?

Author:  Artanis [ Tue Sep 07, 2004 10:10 am ]
Post subject: 

This has been gone over again and again since before I showed up. The biggest problem isn't just time zones, but also that whoever goes last will be absolutely fucked by the time they get to even fire a shot.

Author:  Mrakobes [ Tue Sep 07, 2004 10:47 am ]
Post subject: 

7 players moved - 8th lags for several days - all other wait -game finishes in half year.
we already have alot of lag troubles with TWO player games and i am scared even to think how much lag there will be in 8th player game
Plus - guerillas...who should control them in game of 8 players? and giving them to player who moves later may diminish the "zero turn advantage" of guerilla troops.
so there is a hell lot of troubles...and not much people really want that.

Author:  xcomcommander [ Tue Sep 07, 2004 11:44 am ]
Post subject: 

1) lag.... as in waiting for someone to take thier turn? my suggestions could help on that.

2) gurilas... if its done as all team a moves before team b, then perhaps the player whos teritiry is invaded moves them.

well, it could work.

San.

Author:  Mrakobes [ Tue Sep 07, 2004 12:12 pm ]
Post subject: 

Quote:
perhaps the player whos teritiry is invaded moves them.

you not understand again....guerillas from neutral countries go to which player?

and..you suggestions dont help to deal with lag problem ...

Author:  Korvack/Stewart [ Tue Sep 07, 2004 12:47 pm ]
Post subject: 

1. Guerrillas --- good point all. Unless you limit the countries involved in a multiplayer gameto one per multiplayer participant and do not have any neutral countries OR play in groups of evens -- so you have two or four secret allys with no nuetrals. You control your own Secret Ally Guerrilas.

2. Last player moving being totally messed up -- don't really see that one but I believe I understand the problems you mention. PL would lose the first round disclose and move as everyone would have to disclose one of their SA's then then next round movement and available combat -- but then what if two players move their units into the same space... and attack the same piece. problem there.

3. M, lagging would be the same as it is in a regular game, perhaps the same 3 day limit would prevent..so if you miss the three days, your pieces don't move, although your uninvaded countries could still produce money for troops. You just sat out that turn... that does bring up a problem of what happens if you bag it and leave the game... does it go to a computer ai?

Good points all

Author:  Guest [ Wed Sep 08, 2004 2:23 pm ]
Post subject: 

Ah yes i see what you mean about gurillas now...

How about the nest person from the opposing team to play his turn gets to control the gurillas? i see what you mean now.

san.

Author:  Sky Keeper [ Thu Sep 09, 2004 1:07 am ]
Post subject: 

You are underestimating the problem of people skipping turns.
I've played several multiplayer TBS games where you can do your turns 100% simultaneously. The matches there lasted FOR MONTHS. And if you go with sequentitive turn order - you'll need years to finish a match.

100% sure that it's out of MA feature list as it is now.

We need totally different design approach for a real multyplayer matches... that one that comes with realtime games (the "realtime" can still be sliced into "turns") and simultaneous turns.

Author:  Enforcer [ Thu Sep 09, 2004 2:42 am ]
Post subject: 

yea have to agree the way this game plays currently makes it impossible to have more than 2 players. One feature think woudl be great (but donno if it's possible) is if instead of a game betyween 2 players you coudl ahve a game between 2 teams (the players one ach team woud be determined during the game creation) With any player on the team able to take a turn for their team.

this would be good for clan fights and should also speed up games with players from different time zones taking turns for their teams.

Author:  tomhahnl [ Thu Sep 09, 2004 9:48 am ]
Post subject: 

About the gurillas: No neutral countries.

About time: 3 days turn-limit, no movement looses all. Allready you can finish the game when somebody dosen't move.

I don't really see big problems, of course there is a lot of work to do. You would need some new sets of units. Anyway from the first day (Beta-test) I must say I allways wished that one day you can play this game with more then only two players. I think it's just the next step to be taken.
:D

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