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January 11th, 2001, 07:18 AM
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Corporal
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Re: I\'d rather have MM work on AI as opposed to TCP/IP
Also, a good AI would make it difficult to tell whether the person you are facing is an AI or another human. (That is, without relying on the content of text Messages they send you...)
Derek
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January 11th, 2001, 09:22 AM
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Private
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Re: I\'d rather have MM work on AI as opposed to TCP/IP
One feature which is common in several tcp/ip enabled games is a time limit on moves. If you are playing in simultaneous mode, you just set a time limit that the players are permitted to make their moves and I don't see why the same concept could not be used for a turn based game. This simple device will keep most games moving along. The only problem would be IF tcp/ip would permit tactical combats to be played. At present, that only works with the turn based mode. The nice thing about hotseat play, at present, is that you get to do the tactical combats -- which can be a bLast.
My current hotseat game is on a large galaxy map with the maximum number of players (two of which are human) with the AI set at the most difficult levels and bonuses. So far, the game has really been a bLast.
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January 11th, 2001, 10:53 AM
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Shrapnel Fanatic
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Re: I\'d rather have MM work on AI as opposed to TCP/IP
Yes, time limits on moves would be a must for TCI/IP play. A real benifit to the game. However, in some cases, that does cause crashes as the packets get lost. (Rebellion, BOTF)
Overal, I think its much more important to support TCI/IP than anything else at this point. Make the game universally accessibable to players over TCI/IP, and the game will grow in leaps and bounds.
Look how long BOTF was active at the Zone. Dispite its flawed MP, it was still a great game to play, and poeple played it there for over a year and a half. Rebellion was also a success in that regards although limited to only two players. (that was its down fall)
SEIV has the potential to be a "long term" game. You set up in the morning, and play all day. Of course, you would want to play with about 5 to 8 players, with a medium galaxy (100 to 125) systems.
Otherwise, you'll be saving and coming back to it again and again.
The one BIG problem with TCI/IP games is the fact that people can not dedicate the needed time to play a full game. They will often, more than not, drop out resulting in a CRASH. AOL players get shafted here as AOL will regularly shut down there connection. The people with Cable and DSL will get spiked every two or three hours as there provider randomized there IP's on a DHCP system. (Same as getting disconnected for a minute or two)
Over all, TCI/IP will be boost to the game, but it does have its draw backs. But the players of this game are dedicated types, and I would hope are into a game for the long hull.
Well those were just my thought.
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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard
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January 11th, 2001, 11:39 AM
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Private
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Re: I\'d rather have MM work on AI as opposed to TCP/IP
I wouldn't suggest getting 5-8 people into an IP game. That's cause once you save the game, you will not open it for several weeks, if not months - that's how hard it is to get everybody back together again. I'm speaking from my experience with Alpha Centauri. If you want 4-20 people, pbem is gonna end up as faster way to play. IP games are best for 1 on 1 playing.
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January 11th, 2001, 09:54 PM
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Second Lieutenant
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Re: I\'d rather have MM work on AI as opposed to TCP/IP
imperishable, I can't agree with you there. It's all about finding the right crowd to play it. When I was an active AoW player Online I rarely had problems taking up saved games with 6-8 players in them.
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February 15th, 2001, 01:19 PM
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Private
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Re: I\'d rather have MM work on AI as opposed to TCP/IP
quote: Originally posted by The Puke Empire:
I think very few people will have the time or want to spend their entire weekend multi-play a turn based game. At least I will never try that, even if I do get 10 hours free I wont spend it all on a game (and if I do, my friends don't).
I vote for AI.
(ps, how many turns can u play in 10 hours anyway, 40? probably won't even meet your human adversary ).
if you play a simultanious ... trust me you can easly get lots of people playing. turn based is a little harder.. but still heros of might and magic... 1-7 warloards just to name a fiew others that i can remember playing for over 24 hrs at one setting with around 5 other guys warloards was tcp and helped... specaly cause we could all use our own puter... it could be a BIG asset if done right... or a nightmare if wrong... but it has every chance of making it worth wile... plus what about seIV con (ie quake con) the email option is kinda cool in one respect... but i couldent see spending a year to finsh a game... one turn at a day... and i play a web based game that is real time..
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February 15th, 2001, 03:05 PM
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Major General
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Re: I\'d rather have MM work on AI as opposed to TCP/IP
having never played a strategy game in multi, I'll defer judgement to you who have. willing to try though if/when implemented.
as for improving the AI... I am in only the second game where I have survived long enough to be in a dead heat for 3d or 4th place. most time I get glassed ...so the AI is bad enough for me
[This message has been edited by pathfinder (edited 15 February 2001).]
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