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New commands for multiplayer

Posted: Tue Aug 19, 2008 10:58 am
by Overlord2
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

Posted: Wed Aug 20, 2008 12:46 pm
by Qaz
The only thing I really want to see is a time limit on turns.

Posted: Wed Aug 20, 2008 6:17 pm
by Overlord2
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:

Posted: Thu Aug 21, 2008 3:04 pm
by Qaz
/time T

T= any number of seconds

Posted: Fri Aug 22, 2008 9:11 am
by Overlord2
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.

Posted: Fri Aug 22, 2008 1:18 pm
by Qaz
Every other TBS or RTS has some kind of time limit. As is now people quit a half-completed game after 6 hours.

Posted: Sat Aug 23, 2008 3:55 pm
by Overlord2
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 :?:

Posted: Mon Sep 01, 2008 2:56 pm
by Cabman
- 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.

Posted: Tue Sep 02, 2008 5:00 am
by Overlord2
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....

No Art/No Natives Switches

Posted: Fri Nov 21, 2008 8:03 pm
by Cybersaber
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

Re: No Art/No Natives Switches

Posted: Sun Nov 23, 2008 2:31 pm
by Overlord2
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...