chaverinou chaverinou

playable multiplayer

playable multiplayer

I edit the title from "fast multiplayer" to "playable multiplayer" because that reflect much more the aim of my thread : what mechanisms do the community want for multiplayer 

 

Hello,

One of the biggest problem in this kind of game in multiplayer mode is that 1/ you wait long long time 2/ (all) others players could leave the game before the end

I love civilization, galactic civilisation, sin of a solar empire, but multiplayer in this kind of game is too long for me

here is some idea to avoid that :

  • plan a maximum between your turns (select building technos movement...)
  • allow simultaneous turn if several players are out of rang and can't interact (such as in the broad game eclipse with the extension rise of the ancients) > very complicated to develop (concurency...) but it will be a revolution in turn by turn games (in video games but not in broad games...)
  • allow negotiations (diplo, trade...) between your turns but not during them
  • May be a little bonus if you skip your turn quikly ???
  • Set a time limit proportional to the size of the players's empire (number of fleets + number of planets) or a limit function of the stage of the game (less at the begenning more at the end)

 

  • penality when you leave the game before the end (that mean that you keep bonus/penalty between games) (is it a good idea???)
  • bonus when you play until the end
  • bonus when you tack over an abandoned game

 

  • calibrate the game to be faster in multplayer mode not more than 4h I think

 

I hope this will help

 

Thank you for your work!

I've been expetcing galcivIII for a very long time

67,295 views 41 replies
Reply #26 Top

Quoting chaverinou, reply 23
If there is concurrency between players it's no longer a turn base strategy
End of chaverinou's quote

 

This is nonsense.

 

It is still a turn based strategy. If it comes down to who can click the fastest to get a particular goal, or making the difference between the loss of a fleet and a crippling blow to your enemy, then I consider that as a strategical mistake on your part for allowing yourself to get into that position.

 

Knowing full well that turns are simultaneous from the beginning of the game, you should play accordingly. Your strategy should take that into account. Don't make the mistake of doing things where the outcome is all down to who can click first the next turn, unless you wish to make that risk for a potentially bigger pay off.

Reply #27 Top

Quoting Surge72, reply 26


Quoting chaverinou, reply 23If there is concurrency between players it's no longer a turn base strategy

 

This is nonsense.

 

It is still a turn based strategy. If it comes down to who can click the fastest to get a particular goal, or making the difference between the loss of a fleet and a crippling blow to your enemy, then I consider that as a strategical mistake on your part for allowing yourself to get into that position.

 

Knowing full well that turns are simultaneous from the beginning of the game, you should play accordingly. Your strategy should take that into account. Don't make the mistake of doing things where the outcome is all down to who can click first the next turn, unless you wish to make that risk for a potentially bigger pay off.
End of Surge72's quote

The idea I am understanding from mutliple turns at the same time is in general

If I can reach objective x on this turn and you cant we go at the same time

If you can reach objective x on this turn and I cant we go at the same time

If we can both reach objective x on this turn then it is resolved by original turn order

Reply #28 Top

Quoting androshalforc, reply 27


The idea I am understanding from mutliple turns at the same time is in general

If I can reach objective x on this turn and you cant we go at the same time

If you can reach objective x on this turn and I cant we go at the same time

If we can both reach objective x on this turn then it is resolved by original turn order
End of androshalforc's quote

The implementation complexity to sort that type of thing out is going to get ugly very fast, as will any attempt at "sometimes it's simultaneous and sometimes not".

Reply #29 Top

so much theorycrafting. whether something "works" can't really be judged so abstractly

 

for example, civ4 and civ5 use very similar turn-based methods. but the game design and how the unit control is set up is what really determines whether a system works well enough (civ4 simultaneous turns) or fails miserably (civ5 simultaneous turns)

 

if galciv 3 is anything like galciv 2, i will say that the ultra-competitive games where players really would care about avoiding a high-speed click war are probably going to be on very quick settings with 2 teams and always war and no diplomacy where turn-based won't kill the experience too much

eg. all players on team A take their move simultaneously. then all players on team B take their move simultaneously

that way there isn't any incentive to prolong turns until the last second. there won't be any incentive to click quickly to get an advantage.

Reply #30 Top

Quoting The_Biz, reply 29
fails miserably (civ5 simultaneous turns)
End of The_Biz's quote

 

In what way does Civ 5 fail miserably with simultaneous turns? I think it works so much better than Civ 4.

Reply #31 Top

civ 5 is a click war

civ 4 is a TBS

Reply #32 Top

Civ 5 is only a click war if you fail to take into account what could happen next turn if your opponent is able to act before you. You should keep that in consideration when actually developing and playing out your strategy.

Reply #33 Top

Strategy games multiplayer as always been difficult to overcome for many players, I mean, my Heroes-5 Hotseat game with my brother has lasted a week now.

We played 5 games, 2 HOMM3 after nearly a decade break and lost them all till now lol...

 

Reply #34 Top

Quoting chaverinou, reply 23

EVERYBODY playing simultaneously...

If there is concurrency between players it's no longer a turn base strategy (I imagine TBS means that)

In my version of simultaneous turns the turn is respected : when it's your turn you can do whatever you want nobody will stop you. If other players plays simultaneously it's because the system find that they can't prevent themselves to act

real time is make for that : everybody playing at the same time.

Turn base is make for playing one by one (the game might "parallelize" players if there is no (not enough) concurrency problem between them)

So if you want that everybody could play at the same time why choosing a turn base mechanism? why adapt a mechanism to do what an other mechanism already do (better)?

GC3 could be a Sin of a solar empire with a lot more management, diplomacy, (non military) ways to win... (to caricature)
End of chaverinou's quote

 

I think it's in due time you play a simultanously TBS MP. It Works great.

 

And no, RTS doesent do it better. It's still the turn based mechanism, even though the players move simultanously. You just have to adapt some extra carefullness when it comes to battles. Good sonar systems, and speed to run away or hunt down, will be extremely important.

Reply #35 Top

1) Everyone plays turn at same time.  Orders are saved (build this unit, build this upgrade, unit move to X, unit attack Y, etc).  No unit actually moves yet or starts combat yet (needless to say, units/upgrades also do not happen yet).

2) Everyone waits for all players to 'end turn' (or timer runs out)

3) Once all have ended their turn, units become built/upgraded, units that attack do so, then units that move do so.

4) All players get a report on what happened within their visible sphere.

5) Go back to step 1.

Reply #36 Top

Quoting Gaslov, reply 35

1) Everyone plays turn at same time.  Orders are saved (build this unit, build this upgrade, unit move to X, unit attack Y, etc).  No unit actually moves yet or starts combat yet (needless to say, units/upgrades also do not happen yet).

2) Everyone waits for all players to 'end turn' (or timer runs out)

3) Once all have ended their turn, units become built/upgraded, units that attack do so, then units that move do so.

4) All players get a report on what happened within their visible sphere.

5) Go back to step 1.
End of Gaslov's quote

This is how it works in games like Dominions: a game where online multiplayer games run over a course of months. One complicating factor can be the order of event execution in cases where two (or more) players hit a province in the same turn.

Now that I think of it I MoO2 was the same.

It could be quite complicated to implement a system like this in GC3, however, because the map is more open. In Dominions and MoO2 there are finite points of interest on the map, in the form of provinces and sytems respectively, while map movement in the GC series is more free form. This could pose some design challenges when it comes to things like engagement of opposing fleets (among many others, I would guess).

Reply #37 Top

Why would engagement be a problem?  Attack orders execute first.  Conquest of the new world uses this sytem and is also open just like gal civ.   It does not have any problem.  Handling multiple attack orders is simply a die roll (assuming both invading units are equal distance to target; priority given to closest unit), with one order possibly not getting executed:

 

Scenario: A atttacks C, B attacks C

C defeats A, thus B attacks C.

A defeats C, thus B does not execute attack order.

Reply #38 Top

I can't comment about Conquest of the New World, but in the context of previous GC games you attack the unit where it is because it's not going to move. With queued orders and simultaneous turn processing there is the potential for something not to be where it was by the time you get there.

In your scenario: A attacks C, B attacks C.

First, some system is needed to determine who moves first. In this case, let's say C moves before A and A moves before B.

C moves away from A, does A i) move to where C was, ii) chase C or iii) do nothing?
Likewise, does B i) move to where C was (potentially ending move on the same location as A, so one fleet may block the other), ii) chase C (potential for blocking as in case i) or iii) do nothing?

I'm not saying it's not solvable; it would, however, require some design decisions.

Reply #39 Top

Not sure what I'm failing to communicate, because this isn't an issue.

 

With queued orders and simultaneous turn processing there is the potential for something not to be where it was by the time you get there.
End of quote

What is difficult to understand about attacking units executing first?  That means, if a unit attacks you, your unit only moves if it survives the attack.

First, some system is needed to determine who moves first. In this case, let's say C moves before A and A moves before B.
End of quote

As stated already, distance would determine which attack happens first.  If equally distanced, then flip a coin (random number generator).

C moves away from A, does A i) move to where C was, ii) chase C or iii) do nothing?
End of quote

Do you now have your answer?

 

 

Reply #40 Top

Quoting Gaslov, reply 39


Do you now have your answer?

 
End of Gaslov's quote

 

I have your answer. I can't say I would make the same decisions.

Reply #41 Top

It could be pretty simple to avoid a click war. With all the different ship possibilities and different production rates, most conflicts can be handled even during simultaneous play.

A distance + speed equation would need to be developed for the examples but I'm not going to go into how it is developed really. So just assume that the equation is already in place.

Example 1: 2 ships attempting to colonize the same planet.

Simply have all ships attempting to colonize wait at the planet and see if there is any contention by the end of the turn. From here, who actually colonizes the planet is based on the speed/distance equation. If another player attempts to colonize the same planet the ship that has the better result of the equation will win at the end of the turn so at the beginning of the next turn the owner will gain control of the planet and can commence building on it. In the case that both ships have the same speed and were an equal distance from the planet (equations equals the same), some other form of determination can be used. I.E. random number generator or an original turn order.

This would also work for starbases.

 

Example 2: 2 Planets owned by different civilizations attempting to build a unique building.

Many planets will have completely different production capabilities dependent upon size, number of factories, types of factories, production spending, ect. Each building has a number of production points required to build it. Two planets building the same unique building that finishes on the same turn would not actually finish at the same time in that turn (at least not likely). The one that is closer to being finished (has fewer points needed at the end of the last turn) will be the more likely to finish first. The points added at the beginning of this turn would be added till one finishes first. In the case that there is an equal number of points left between both planets, the planet with the higher production capability will finish first. In the case that there is an equal number of points left and both planets have an equal production capability (really unlikely but possible) a different form of determination is used. I.E. random number generator or an original turn order.

 

Example 3: Attacking.

This one is a bit harder but still possible. If attacking another ship/fleet. the faster ship/fleet will determine whose action takes precedent. If both players wish their ship/fleet to attack the same opposing ship/fleet then there isnt much problem. If one player wishes to attack another ship/fleet but the other player wishes to perform a different action, the speed/distance eq and direction of the ships will determine whose order takes precedent at the end of the turn. If the other player is retreating for example the attacking ships may or may not be able to catch up in order to attack on that turn. If retreating ship/fleet is slower but still far enough away it can still get away from the attacking ships though the attacking ships will catch up turn by turn till they are no longer able to get away. In a case where ships attack a starbase or planet and the defending player is moving a constructor or more ships to or from that planet/starbase, the better equation ship's takes priority first. if the constructor's equations is better, it will be able to build on that before the ships are able to attack, but the attackers would commence attacking after the constructor adds to the starbase (players will need to plan for this or have an option to cancel the attack). if the ships moving to defend a planet have the better equation, then they will reach the planet first and the attacking ships will need to deal with them. if ships on a planet are trying to get away, they would easily be able to get away and the attacking ships would deal with any ships left on the planet or the planet itself. in a case where the ships are not troop transports, the attacking ships can then commence following the retreating ships and the case would then return to example 1. Now in another case of two players wishing to attack a third players ship/fleet/planet, the ship with the better of equation of the two player's attacking ships will take precedent and the case will return to example one between the attacker and the defender. 

 

There are a few flaws i can see with this granted. But that doesnt mean there is no work around. I only had to spend about 5-10 minutes thinking about this while reading the other posts to come up with these solutions. With more thought they can be ironed out to be acceptable to players.

 

What do you guys think?

 

Edit: fixed a couple of typos.