Open ctoth opened 9 years ago
I think that it isn’t a good idea. With this, you’re are changing completely the main objective of an RTS, that they are a relative fast games, with a match have a average of time 25 minutes.
With this feature, the games is clocer to the strategy games of a cellphone (like lords and knights or celtic trives) than the an fully rts game, like Starcraft, or Age of empires.
A other feature, htat is good idea to be implemented, is allow save the online games, and give the option to resume it.
^^
From: Christopher Toth Sent: Thursday, October 02, 2014 5:17 AM To: soundmud/soundrts Subject: [soundrts] Persistent games (#52)
Suggesting the idea of allowing people to both join long-running games and re-join games. This will require players being assigned a uuid by the server, so when they reconnect, it can be verified they should be able to control whatever games. This would possibly allow multiday, or even longer games, with units patrolling ones empire and keeping it safe while offline, and logging in to make moves when available. Much more of a longterm pie-in-the-sky goal, but something worth thinking about as we shape the upcoming changes in architecture.
— Reply to this email directly or view it on GitHub.
Yes, this would turn the RTS into a MMO RTS, which isn't necessarily a bad thing, just a very different game. I have experienced a little with persistence in SoundMud Redux, and I have noticed that persistent worlds "remember" design errors and balance problems, and this is an additional problem. In this case again, such a game isn't necessarily harder to code, but it's something very different from the current game. So maybe restarting a completely new game from scratch would be much easier.
MMO rts?
What are you thinking? Some like oGame, but instead play in browser, that it have it’s own client?
The idea isn’t bad, but this is for a complete different game. You have to check it frequently, you play against all opponent that are playing the game in all moments, and the real time of the game is not calculate in seconds, but in howrs, or days.
This… is so far the classic concept of a rts game.
From: soundmud [mailto:notifications@github.com] Sent: lunes, 20 de abril de 2015 14:20 To: soundmud/soundrts Cc: Sandl Okino Subject: Re: [soundrts] Persistent games (#52)
Yes, this would turn the RTS into a MMO RTS, which isn't necessarily a bad thing, just a very different game. I have experienced a little with persistence in SoundMud Redux, and I have noticed that persistent worlds "remember" design errors and balance problems, and this is an additional problem. In this case again, such a game isn't necessarily harder to code, but it's something very different from the current game. So maybe restarting a completely new game from scratch would be much easier.
— Reply to this email directly or view it on GitHub https://github.com/soundmud/soundrts/issues/52#issuecomment-94514398 .
Yes, I was thinking about something like OGame or Travian, but with an "immersive" client and a "second by second" detailed simulation. The number of players would be relatively small (for example 20 players) or the server wouldn't be able to do the simulation properly. I'm thinking about a mix of "long" travels to the enemy and "short" real time encounters. A siege might take a long time too. Some realistic aspects might have to be "balanced" for fun, like the time scale (travel, combat, building time). A single player version would allow the time to accelerate when "nothing" is happening.
Yep, the idea is simply good :P
But, for this you should start a new project, instead of modify the current SOUNDRTS, because currently soundrts aren’t finished yet, it can do a lot of more things.
From: soundmud [mailto:notifications@github.com] Sent: viernes, 24 de abril de 2015 11:40 To: soundmud/soundrts Cc: Sandl Okino Subject: Re: [soundrts] Persistent games (#52)
Yes, I was thinking about something like OGame or Travian, but with an "immersive" client and a "second by second" detailed simulation. The number of players would be relatively small (for example 20 players) or the server wouldn't be able to do the simulation properly. I'm thinking about a mix of "long" travels to the enemy and "short" real time encounters. A siege might take a long time too. Some realistic aspects might have to be "balanced" for fun, like the time scale (travel, combat, building time). A single player version would allow the time to accelerate when "nothing" is happening.
— Reply to this email directly or view it on GitHub https://github.com/soundmud/soundrts/issues/52#issuecomment-95951095 .
About saving and resuming online games, I might have a simple solution. I have added an issue about this: https://github.com/soundmud/soundrts/issues/54
Yes, if you want to do a good job, it is best to re write a soundrts themselves, adding content themselves, such as resources, race also do not need too much, 4 to 3 can be
Saving and resuming games shall happen soon, I hope. Allowing players to join an already started game (issue #94) is a short term goal too. A completely automated persistent server seems a bit too far right now, but with these future features a manually managed persistent game could be possible.
good. but, Once the number of units increases or map large, the game will Hysteresis behind. Is it really impossible to solve this problem?
I have added issue #98 about speed.
That's great. It's definitely a big progress as long as it's solved.
Suggesting the idea of allowing people to both join long-running games and re-join games. This will require players being assigned a uuid by the server, so when they reconnect, it can be verified they should be able to control whatever games. This would possibly allow multiday, or even longer games, with units patrolling ones empire and keeping it safe while offline, and logging in to make moves when available. Much more of a longterm pie-in-the-sky goal, but something worth thinking about as we shape the upcoming changes in architecture.