multiplayer tactical combat

Fb, 

to avoid further clutter of your Map Pack thread (sorry about hijacking it, that way).

Could you elaborate why the tactical battles need to be rewritten to work in multiplayer?

WoM had them autoresolved if I recall correctly, not sure about that though.

How much effort (in weeks) you estimate it would take to have them implemented?

Sent.

4,563 views 6 replies
Reply #1 Top

I also wish there was clarification on the matter involving the future possible addition of HOT-Seat :(

Reply #2 Top

Hot seat shouldn't be a problem at all, use another player or ten of them in stead of AI.

 

as to MP tacticals, I really don't see why people wouldn't sit and wait while another player solves their tacticals with another player. They could manage their empire, or receive random quest/events to solve as puzzles or something...

Reply #3 Top


me neither, I don't quite get the problem behind the MP of tacticals, and why they need to be rewriten completely

I assume, it's because that it is played from the local data only (the rest of the game was at the times of WoM written with server based xmls on the strategic layer) and there is an issue of sending in and out packages on how the situation changes in close to rts manner to avoid heavy lags.

 

Fb, Derek, please enlighten us.

Reply #4 Top

Quoting Sentinemodo, reply 3


Fb, Derek, please enlighten us.

 

Yes please! :)

Reply #5 Top

There's no timer for tactical turns, for a start.  Without one a multiplayer game turn will last last half-an-hour because everyone is painstakingly mousing over each enemy unit to pick the optimum target each time.  And it'll just get worse with more armies on the field.

 

Reply #6 Top

Marvin, 

I don't really think it's valid issue at this point

we ned a working solution for mulitplayer FE. if the issue of time will be a burning one it will be requested later, for now we just want to play it against human