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-   -   Multiplayer games (http://forum.shrapnelgames.com/showthread.php?t=33543)

capnq March 1st, 2007 05:08 PM

Re: Multiplayer games
 
Another option would be to play a "roleplaying" game rather than a competitive one. Rather than trying to win, you just do what your race and culture would do, not necessarily the optimal course of action. The main goal is to make your empire interesting.

The chief problem with multiplayer roleplaying games is that there's usually somebody roleplaying a race that wants to conquer the galaxy, who will probably steamroller the non-aggressive races if they stay "in character".

For most of the races that I've created for my solo games, I wouldn't even try to play them in a competitve multiplayer game.

aegisx March 1st, 2007 05:25 PM

Re: Multiplayer games
 
That is exactly the kind of game I am looking for http://forum.shrapnelgames.com/images/smilies/happy.gif Hopefully the Slow mod will help foster that as well.

GuyOfDoom March 1st, 2007 05:53 PM

Re: Multiplayer games
 
Ooo a roleplaying style game would be fun.

aegisx March 1st, 2007 06:06 PM

Re: Multiplayer games
 
I am planning on putting one together using the Slow Balanced Mod 1.4 (just 3 modified lines of Kwok's, barely worth a new name).

GuyOfDoom March 1st, 2007 06:33 PM

Re: Multiplayer games
 
I can't say I agree with the "slow" modifications, but I look forward to it.

aegisx March 1st, 2007 06:36 PM

Re: Multiplayer games
 
Well, all it does is make populations consume minerals and radioactives, currently they do not.

aegisx March 1st, 2007 06:43 PM

Re: Multiplayer games
 
For an RP game...

We could require that players make a Empire bio. If the bio is approved (meaning it cant just say they want to conquer the galaxy) they can join the game. Now the bio only really has to be a paragraph, not a book. It might help to encourage a RP game.

GuyOfDoom March 1st, 2007 06:57 PM

Re: Multiplayer games
 
That sounds good.

Baron Munchausen March 1st, 2007 07:12 PM

Re: Multiplayer games
 
Quote:

capnq said:
Another option would be to play a "roleplaying" game rather than a competitive one. Rather than trying to win, you just do what your race and culture would do, not necessarily the optimal course of action. The main goal is to make your empire interesting.

The chief problem with multiplayer roleplaying games is that there's usually somebody roleplaying a race that wants to conquer the galaxy, who will probably steamroller the non-aggressive races if they stay "in character".

For most of the races that I've created for my solo games, I wouldn't even try to play them in a competitive multiplayer game.

I've suggested to Aaron more than once that he copy the chat program called 'The Palace' and use it as a diplomatic module in SE. It's essentially a role-playing environment. In single player mode you can pause the game for combat, and enjoy managing the fight yourself, but in multiplayer you can't because everyone's turns have to be processed together. Well, imagine if you could pause the game for diplomacy and pop into a simulated environment with 'avatars' of your ambassadors. This could be done with TCP mode. Negotations could be 'real time' instead of messaged. This could add a great deal of interest to the game at relatively little programming cost compared to all the graphics and AI.

aegisx March 1st, 2007 07:38 PM

Re: Multiplayer games
 
Interesting idea. This game would probably be PBW, so email is our best bet.

So expansion inline with your race (no borg types)... Any other guidelines, like 1 new colony every 4 turns or something like that?


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