New commands for multiplayer

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Overlord2
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New commands for multiplayer

Postby Overlord2 » Tue Aug 19, 2008 10:58 am

This is open letter to Lord Brazen.
I find that MoO2 1.4 patch needs several new switches for the map generator in order to balance multiplayer games, namely:
- no arti (remove arti worlds from universe completely except for homeworlds or alternatively change arti planets feature that they don't give free techs when visited).
- no native (no natives in 6 parsecs from a player's hw).

Anyone who agrees with my proposition is welcome to join this post with hopes that some day it will be implemented in the following patch.

Best Regards to all,
Irakly

Qaz
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Postby Qaz » Wed Aug 20, 2008 12:46 pm

The only thing I really want to see is a time limit on turns.

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Overlord2
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Postby Overlord2 » Wed Aug 20, 2008 6:17 pm

Qaz wrote:The only thing I really want to see is a time limit on turns.

he he, and how much time do you want to allow for each turn? :roll:

Qaz
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Postby Qaz » Thu Aug 21, 2008 3:04 pm

/time T

T= any number of seconds

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Overlord2
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Postby Overlord2 » Fri Aug 22, 2008 9:11 am

Don't think it is good idea to place time restriction on a game...
What if someone is distracted by natural call or other emergency?
On the other hand sometimes situation in the game dictates to spend considerably more time on a turn than usual, when for example it is required to design ships or prepare for defense. I don't think any player in community will agree on any time restriction. Meanwhile restrictions like 20 minutes per turn or half an hour are senseless.

Qaz
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Postby Qaz » Fri Aug 22, 2008 1:18 pm

Every other TBS or RTS has some kind of time limit. As is now people quit a half-completed game after 6 hours.

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Overlord2
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Postby Overlord2 » Sat Aug 23, 2008 3:55 pm

Practically the games, which are quit half-completed are x-ways. And it is logical. Number of battles are times more number of players and consequently time spent on battles is proportinally higher. Time limit on turns won't help to decrease significantly total time spent on a game in such conditions.
Meanwhile when duels can be saved and finished on the other days this seems impossible with x-ways.
However the time limit can be still useful. And I'd vote for implementing it into reality if it is possible at all :?:

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Cabman
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Postby Cabman » Mon Sep 01, 2008 2:56 pm

- no arti (remove arti worlds from universe completely except for homeworlds or alternatively change arti planets feature that they don't give free techs when visited).

No arti switch wouldn't hurt ( i like the alternative idea of no free techs).
If you like it you can use the switch. If you not - play old way.

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Overlord2
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Postby Overlord2 » Tue Sep 02, 2008 5:00 am

Cabman wrote:No arti switch wouldn't hurt ( i like the alternative idea of no free techs).
If you like it you can use the switch. If you not - play old way.


Well, my point is that not only it wouldn't hurt :) , but it's the only rational way to play....

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Cybersaber
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No Art/No Natives Switches

Postby Cybersaber » Fri Nov 21, 2008 8:03 pm

I would love such switches, though I would settle for the simplest approach possible, which is to just have the switches remove any of these specials from all systems. The "within 6 parsecs part" would be tough code to implement.

- Cyber

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Overlord2
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Re: No Art/No Natives Switches

Postby Overlord2 » Sun Nov 23, 2008 2:31 pm

Cybersaber wrote:I would love such switches, though I would settle for the simplest approach possible, which is to just have the switches remove any of these specials from all systems. The "within 6 parsecs part" would be tough code to implement.

- Cyber


The idea with no free techs is considerably better imo.
As for no natives within 6 parsecs, I don't think its hard to implement at all, because minstart switch is based on the same principle - some criteria of planets applies within 6 parsecs of hw...


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