[quote who="Tridus" reply="9" id="3409776"]Then use sequential turns.[/quote] sequential turns are too long and you can't play with/against a lot of players [e digicons]:grin:[/e]
chaverinou
[quote who="Tridus" reply="6" id="3409698"]Simultaneous turns are problematic if you're playing competitively[/quote] I prefer PvP over PvE... [quote who="Tridus" reply="6" id="3409698"]No, because they're still turns. If I spend 15 seconds moving ships on my turn and you spend five minutes doing planetary management on yours, then I just have to wait for my next turn. The turn doesn't progress until everyone's done, so people still get whatever time they need
[quote who="MottiKhan" reply="3" id="3409685"]Some sort of asynchronous play[/quote] is someone know how it will work ?
[quote who="NorsemanViking" reply="1" id="3409647"]Seems like you have no idea how TBS MP works[/quote] Yes I never try modern civ MP, I discover that simultaneous system recently and read some articles about that ( http://forums.2kgames.com/showthread.php?92881-The-Civ-5-Multiplayer-Paradox http://forums.civfa
I've already post a subject on multiplayer : "playable multiplayer" to discuss solutions to improve turn base mechanism in multiplayer games because a lot of players (at least me) have some unpleasant experiences in this field... One solution is to allow all players to play simultaneously but keeping a turn base mechanism : it is the only sure solution to prevent too long waiting time I personally think it's illogical Real time mechanism is made for playing sim
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.
[quote who="Gaunathor" reply="20" id="3409219"] Quoting chaverinou, reply 9(I don't know how to quote...) If you move your mouse-cursor over a post, you can see several buttons in the lower right corner of the post. The second one from the right is the Quote-button. If you press it, you will quote the entire post. However, if you mark a section of the post first, you will only quote that portion. I hope that helps.[/quote] Thank you
I personally want a PvP or massively PvP and not a coop PvE...
I dont undertand your idea : all players are not in the same turn ? they would be one turn difference between the slowest and the fastest ? All players play simultaneously ?
until now only real time strategy work fine with multiplayer I never see a good turn by turn multiplayer game and you? For exemple League Of Legend : Short game (45 minutes) prohibitive sanction if you exit the game before the end Only 2 choices : 5vs5 or 3vs3 real time so no problem of waiting time Here players expected more epic games so I think the duration could be a few hours between 2 and 4
(I don't know how to quote...) Epic game with let say 9 players without timer let say 5 minutes/player in average You have to wait 8x5 = 40 minutes before playing it's simply impossible even if you can plan orders between your turns If MP is epic : big map, lot of players I don't think timer or s imultaneous turns will be an option One more time timer should'nt be fixed but function of the size empire (number of
I've played once to civilization multiplayer (I don't rember wich one) but it was before simultaneous turns (it was too long between turns and other players exit too often (9/10 you finish against the AI) so after a few try I've stop and never try again...) So I didn't know that someone already done this in a video game, I personally descover that in the broad game eclipse... But when I imagine this mechanism in video game I never think that eve
To calculate if 2 players A and B could play simultaneously (an idea...): The game have to calculate for each ship of A and B the range that "draw" circles around ships and see if this circles of A "touch" or include or are include in circles of B or if circle of A include planets or starbases or anything of B and calculate the same for B... (it's a collision problem you have points (planets stabases...) and circles (ships and their range) and try to find if they are interact
4. Simultaneous turns. These greatly speed things up, but also create a first clicker problem. (You and I are both one move away from colonizing something, and whoever clicks first gets it.) > no if it's possible we can't play simultaneously in my mind simultaneous turn respect totally the turn by turn mode : several players playing simultaneously could not interact in any way (on the map or on unique building...) the g
to determine if several players could play simultaneously the game have to calculate if they are out of range (so teleportation is impossible) and see if there is no concurrency on one galactic achievement (or any other unique resource). To avoid problems increased of range should not impact the actual turn but only next turns. out of range means 2 players can't go in the same place : they can't fight, they con't colonize the same planet, tack the same ressource...</p
In fact there is a major problem with a nomad civ : if they leave solar systems, others will colonize them and they won't be able to come back at the end of the game there will be no more available solar systems (or the galaxy is enough big and impossible to colonize at 100%) Nomads will just have poor systems with only inhospitable planets at the end But this problem could be part of the gameplay nomads could spread widely at the beginning b
Giving a pirate flag to our ships to make them corsair is a good idea but should be balanced to have a negative effect on the player using that (he could be catch and pay a fine...)
I realy like the idea of a nomad civ they can't build starbases or colonize planets but build the largest ships so they build ships from ships... They could have gigantic and heavy armed colony ships flying among solar systems > this ships could have unlimited range and range of others smaller ships is calculated from them They could deploy in empty solar systems and exploit planets they could exploit inhostpitable planets
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 gam
Hello, All in the title in 4x games I always wanted to play pirates It's involve an alternative gameplay (and a lot of work probably) here is some of my idea Pirates may : build sips build stellar bases loot cargo ship take hostage an unarmed ship (an explorer...) and release it for a ransom (not 2 times the same ship...) players could pay pirates to protect cargo ship (extorsion) <