When can we expect to see multiplayer?
GCIII or its expansion?
Just a question.
-Scot


He did say this probrably would be washed up though for the multiplayer side of things.
I don't understand the anti-multiplayer mentality of this forum.
"I would never want multiplayer in this sort of game" is not a reason it should not have multiplay. Just because you don't doesn't mean others don't. Plenty of us enjoy multiplayer in Civ, and Civ is the same exact type of game, just this uses distance instead of a grid.
It's not the exact same game as Civ though. GalCiv II, out of the box, allows you to have a massive amount of customisation control where your units are concerned. If you're playing multi you can't expect other players to hang around while you fiddle with cosmetic ship parts.
So yes, you can expect some resistance to the idea of turning a single-player game where you can spend as much time customising your ships as you like, into a multi game where other players are going to complain and/or quit if you so much as take the time to quickly plop components in the right places on a template design.
Personally, I never made any friends playing Civ multi, not did I ever get to hang with a bunch of players who were in it for long haul gameplay as opposed to throwing stacks of doom at cities. I gave up on that pretty quickly and focused on the single-player experience which, thanks to the modding community, got a lot better.
I have played Birth of the Federation over LAN connection, and after the first hour or so, it turned into absolute waiting HORROR. As the bigger player is usually both the winning player and the player that has the most stuff to do, it is hard to expect from strangers that they wait for whoever is top dog to finish his micromanagement spree. Multiplayer in games like these just doesn't allow for the same epic feel.
Would I not want multiplayer? Hell yes, I would definitely appreciate multiplayer GalCiv2. I'd probably play it about 2 or 3 times with friends I painstakingly nagged into joining in, and then we'd leave it at that as most likely one person would always win, one person would always drop due to falling asleep and pretty much no one would like to sign in again for a game that has lasted 6 hours, is already as good as lost, but will take another 6 hours to complete. Hell if my experience with Age of Empires II games is any indication, a game that has gone on for 2 hours, and requires completion at a later date, with about 30 minutes playing time left, is pretty hard to rally the "losers" for anyhow.
And playing GalCiv2 for a "rush game" that needs to be finished under 45 minutes, simply isn't what GalCiv2 is about at all...
You know there are some great ways that GalCiv could be multiplayer. For example, a native play-by-council mode, where all the players can collaborate, essentially speeding up gameplay by allowing each player to have a different screen open for editing, negotiating or viewing. The other players would be able to view those other screens and offer suggestions. Imagine having six players debating the placement of hull jewellery until a particular ship template is perfect?
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See now that's something that players who traditionally like single-player could really learn to appreciate. Best of all, it doesn't require everyone to be online at the same time, if someone has to go then the rest of the players can keep going, the pace essentially determined by players returning to the game to catch up on what happened since they logged off.
Lol, priceless...
Splitting up the empire into different parts that need to work together could be nice. Although I doubt many would-be-emperors of the universe really want to have to cooperate/delegate part of their operations to other people with free will. ![]()
Well it depends on the sort of players you bring to the game. I play Minecraft and the sort of players who play that are quite content to work together or do their own little thing as the mood strikes them. The point is, you can have a lot of fun together and have a productive empire-building game, if the tools are there to do it.
A countdown turn clock.
Next turn auto-initiates when last player hits "Turn" or in (say) 10 minutes even if not all players have entered all their orders. That is, the game code hits "Turn" for all players who have not hit "Turn" themselves.
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