wesnoth / wesnoth

An open source, turn-based strategy game with a high fantasy theme.
https://www.wesnoth.org/
GNU General Public License v2.0
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Map option for simultaneous turns for players on same side (GNA #13642) #1161

Open wesnoth-bugs opened 7 years ago

wesnoth-bugs commented 7 years ago

Original submission by ancestral on 2009-06-06

It'd be great if we had a map option for people on the same side to be able to take their turns simultaneously, without having to wait for the other allies to finish. In essence, each side would take and finish a turn and the next side would go.

In many "survival"-type games, or games with an ally or two, this could provide very useful and especially time-saving.

In a co-op game with 5 allies all fighting one opponent, currently the wait can be so incredibly long when the goal is just killing the opponent units; it's not unheard of for these games to last 3 or 4 hours, most of the time simply waiting for another player to take his/her turn.

Implementing this feature would speed up many, many Wesnoth multiplayer games. If a single turn took 1 minute and there are 20 rounds in the game, between 6 players and the computer that's over two hours. If instead all players moved within a longer duration of 2 minutes, you'd be looking at a manageable 1 hour.

ancestral

(Reproduced on Mac OS X 10.5.7) Release: 1.6.2 Priority: 5 - Normal Severity: 1 - Wish

wesnoth-bugs commented 7 years ago

Modified on 2014-10-15

involution wrote:

I think this wouldn't work very well in practice.

The problem is that, in general you need to assume everyone has very bad lag when playing mp games. When each player moves one at a time, its fine -- when their turn starts they have all the info they need, and when they want to move a unit, they don't have to ask the other computers if that hex is free, because no one else can be moving. When you end the turn (or when a move becomes not undoable) your client seals up all the data and sends it off to the server.

If you have simultaneous turns, the time between when you click and when a move happens would be about half a second sometimes, while you wait to hear back from your ally's computer.

This is probably insurmountable so I think maybe we should close this.

Wedge009 commented 5 years ago

Reading this in 2019, I also thinks it breaks the fundamental nature of Wesnoth's turn-based design. Not saying it's a bad idea, just one that's incompatible. Possible design idea for haldric, perhaps?

Just noticed it's from @ancestral.

CelticMinstrel commented 5 years ago

I seem to recall a dead PR implementing something along these lines?