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Post by The Astronomer on Oct 1, 2016 15:10:43 GMT
So, the idea struck me fast. With interesting story and stuffs, I think this could be a base for an online multiplayer game. Yes, I don't really think dev is going to make it, but what if?
What if CoaDE (or a new game with similar technologies and goals, not necessary same storyline) is a MMO (Massively Multiplayer Online) or at least server multiplayer?
I think this should enable simulation of realistic space war development, with different factions holding on different ideology. This should make the universe more interesting. Bonus if it is in interstellar scale (maybe with possible future technologies such as nuclear fission/fusion drives, or even antimatter rockets).
So, what do you think?
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Post by boomertiro on Oct 1, 2016 15:16:05 GMT
Multiplayer with the way it handles space travel by turns would be possible. But a full shared universe MMO in a 1:1 scale solar system would have serious issues. Even with time sped up it can still take years to travel the solar system. There would be no realistic way to synchronize everyone's game in a playable fashion.
Turn based engagements of 1 to whatever many players is far more doable. But a full MMO will always have the issue of the scaling problem.
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Post by The Astronomer on Oct 2, 2016 2:07:34 GMT
Multiplayer with the way it handles space travel by turns would be possible. But a full shared universe MMO in a 1:1 scale solar system would have serious issues. Even with time sped up it can still take years to travel the solar system. There would be no realistic way to synchronize everyone's game in a playable fashion. Turn based engagements of 1 to whatever many players is far more doable. But a full MMO will always have the issue of the scaling problem. Always thinking of that issue. Thanks. (Imagine a 10x faster KSP stock system, and players are trying to send spacecrafts.) PLAYER1: I CAN'T SET MANEUVER NODES IN TIME! PLAYER2: 1 year to Jool... Now I guess it'd be only two players, I guess.
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Post by boomertiro on Oct 2, 2016 2:54:36 GMT
It would always be possible to synchronize smaller groups and limited engagements. The missions we see in CoaDE could all be multiplayer. Both groups give orders, and then push the advance time button. Each one can only see and only know what their sensors show them, which in space can be quite a lot but atmospheric effects and possibly even lightspeed lag should be introduced as well.
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Post by The Astronomer on Oct 2, 2016 3:16:50 GMT
It would always be possible to synchronize smaller groups and limited engagements. The missions we see in CoaDE could all be multiplayer. Both groups give orders, and then push the advance time button. Each one can only see and only know what their sensors show them, which in space can be quite a lot but atmospheric effects and possibly even lightspeed lag should be introduced as well. (Acutally I'm thinking of real-time battle. Several admirals has to be assigned to one fleet because if one is sleeping, others can get the job done.)
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Post by boomertiro on Oct 2, 2016 4:25:29 GMT
Yeeeeah Real time is going to be a problem when engagements can take days or months. Let's keep it at something we can time skip.
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Post by Autochton on Oct 2, 2016 9:49:25 GMT
I code JavaScript. Lots of it. Asynchrony is a major factor in that - any time you do operations that take a while to respond without constant processing, you use some technique to continue working once the result is there. A bunch of techniques have been developed for it, and for resynchronizing processes. Some of these ideas might work to allow a multiplayer game with asynchronous actions and resynchronization.
The built in timing system is suitable for tactical movement, and that's the level it should be kept at. We already have the interruptible time advancement scheme - if something of note (like an enemy launch, evasion, etc.) occurs, you can react to it. If nothing does, the turn runs, and you can act then. That part does not need to be synchronous - players would be reacting to each others' actions asynchronously anyway. Encounters on the other hand, would be synchronous and real-time. Once both players unpause at the start of the encounter, time runs until the encounter is over. It becomes a brief, synchronous interlude in an otherwise largely turn based game.
So in more detail, how would this work out? Running a turn is basically a promise to not enter any actions for the span of time indicated. If no players in range can perform actions in the span of time, it advances and everyone gets to do their thing. Otherwise, other players get to make their turns until one of two cases: Someone does something to cause an interrupt (launch missiles/drones, split fleets, evade intercept, etc.), there's an encounter (which all nearby players can spectate, because sensor range), or nothing has happened of note for the time until a player has a new turn. Then advance the time to that date point, repeat. Potentially, you could do things like add a time limit on how long you're allowed to take to run your turn, to prevent pause-griefing.
Determining the range at which a player can affect another is somewhat tricky. Beyond close range, just launching vehicles shouldn't throw an interrupt - but sending them into the close area of an opponent ought to, for example.
I think it's doable.
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Post by lelden on Oct 3, 2016 3:38:50 GMT
I would love a game like this in MMO fashion. However, I think there would have to be a lot more automation for a true MMO to work, as well as a lot more things in there like resource production such. You need it so that if a fleet is flying 2 weeks somewhere you don't have to check every day to make sure it doesn't need any course corrections as well as giving the player other things to do while they wait if they do log on. You need strategy involved without forcing a player to log on for more boring stuff day after day with no action while you wait.
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elec
New Member
Posts: 1
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Post by elec on Oct 25, 2016 18:38:51 GMT
Introduce a FTL drive that allows localized timewarp. E.G. you move quicker on your orbit, but the planets around you move normally (which would cause strange/interesting orbit mechanics) Should server side lag become a problem introduce timepockets where localized time is slowed down. Say it's a byproduct of many FTL drives in proximity.
Sure it's not super realistic anymore, but that small addition can make the idea MMO ready.
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Post by Pttg on Oct 25, 2016 20:46:14 GMT
I think an MMO approach is pretty much out of the question, but a multiplayer approach -- consisting of two to ~6 players -- is feasible from a usability standpoint.
Clicking "run turn" simply sets your next "check in point". When all players have clicked "run turn," the game advances to only the next "check in point" out of all players.
The game could do a few simple smart things like assuming AFK players will click 'run turn' after ten seconds of inactivity. Or something like that.
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