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-   -   what are the advantages of TCP/IP (http://forum.shrapnelgames.com/showthread.php?t=4720)

Kimball December 5th, 2001 03:28 PM

Re: what are the advantages of TCP/IP
 
That answered the question. Had I read a little more closely, my Last post wouldn't have been needed. Thank you Geoschmo.

Zarix December 5th, 2001 03:59 PM

Re: what are the advantages of TCP/IP
 
I would be really nice if games could be played with both TCP/IP and PBW. When all players have time there could there be an TCP/IP sprint and after that the game would continue as normal PBW game.

geoschmo December 5th, 2001 04:02 PM

Re: what are the advantages of TCP/IP
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Zarix:
I would be really nice if games could be played with both TCP/IP and PBW. When all players have time there could there be an TCP/IP sprint and after that the game would continue as normal PBW game.<hr></blockquote>That has been suggested. I would like to see it as well. Don't know yet if it's going to happen. As it is programmed right now it can't be done.

Geoschmo

tesco samoa December 5th, 2001 06:44 PM

Re: what are the advantages of TCP/IP
 
I hope they get the TCPIP worked out for tatical combat. This would be a great strength for this game. Are they close to it ??? ( Sorry just back so I have not had the time to read every thread for the Last 10 days. )

Talenn December 6th, 2001 03:45 AM

Re: what are the advantages of TCP/IP
 
Hmmm, I havent really played SE4 for quite some time but I check back here from time to time to see whats going on. I was really excited to see that the Gold Edition was going to be released with TCP/IP play. A couple of my friends had been holding off on SE4 as it was something that supposedly going to be added and then never was.

Unfortunately, the biggest reason for direct connections like that is not going to be there...Tactical Combat. IMO, this is a large mistake. I would wager that the bulk of the TCP/IP crowd (who prolly do indeed differ from them PBEM/PBW crowd) want to play with the tactical option. To not include it is probably enough to dissuade me (and others) from getting it. If I wanted to play with simultaneous turns, I could do that now via PBW, but, IMO, there is something decidedly lacking in the game without the Tactical Engine.

At any rate, here is my emphatic vote for enabling Tactical Combat in TCP/IP mode. The design and research system in the game are absolutely incredible and it seems an almost criminal shame not to let players use their designs to the fullest in the one area the counts the most...playing against other people.

My $.02

Talenn

Captain Kwok December 6th, 2001 06:02 AM

Re: what are the advantages of TCP/IP
 
Tatical Combat with tcp/ip is not really possible...

Consider:

What happens when two or more empires attack you in different locations at more or less the same time? How will that work? Would one person have to wait and twidle their thumbs until the other player was finished with another battle? It would take far too much time and defeat the purpose of having quick tcp/ip play...

Also, there is just too many variables to be consider - would it happen instantaneously? Would all the tatical combats be executed at the end of a turn...I don't really see how it could work - unless the game was real time...

Puke December 6th, 2001 06:29 AM

Re: what are the advantages of TCP/IP
 
well, if you look at how tactical combat works in a non-simultanious game, it would probably work something like that. when it comes down to it, a simultanious game will always be faster than a round-robin one, wither its PBW or IP. i would guess it would have to work more like the single player style of play rather than the multiplayer round-robin style, and combats would occur as soon as ships moved ontop of each other.

but if thats not to be, then its not to be. i will probably stick to PBW even if there is tactical combat.

Phoenix-D December 6th, 2001 07:19 AM

Re: what are the advantages of TCP/IP
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>What happens when two or more empires attack you in different locations at more or less the same time <hr></blockquote>

Can't happen. Tactical combat is only an option in sequential mode; you cannot have more than one empire attacking (or doing anything at all, for that matter) in that mode.

The question about when combat would resolve works out the same way as normal- instantly.

Phoenix-D

tesco samoa December 6th, 2001 04:06 PM

Re: what are the advantages of TCP/IP
 
I do not see a reason why the 3 people cannot fight it out at once. ( Combat is still turn based ) and why it is going on everyone else will be fixing their emipres up. And speeking of tcpip and time. Is there anyway to control the lenght of turns. Say 6 seconds a planet or something.

Here is hoping for tatical combat in tcpip mode.

geoschmo December 6th, 2001 05:08 PM

Re: what are the advantages of TCP/IP
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by tesco samoa:
I do not see a reason why the 3 people cannot fight it out at once. ( Combat is still turn based ) and why it is going on everyone else will be fixing their emipres up. And speeking of tcpip and time. Is there anyway to control the lenght of turns. Say 6 seconds a planet or something.

Here is hoping for tatical combat in tcpip mode.
<hr></blockquote>Tactical combat in multiplayer TCP/IP is possible with an extensive rewrite of the game itself. As pointed out below Tactical does not occur in simultaneous games at all, and TCP/IP has to be simultaneous currently. You would either have to build in functionality for TCP/IP into turn based, or allow Tactical combat for Simultaneous games. But either way you do it, anybody not physically involved in the ongoing tactical combat would have to be completely idle, aka twiddling their thumbs.

If it's turn based, only the peson who's turn it is will be able to play, and anyone they attack during that turn. If it's simultaneous, then everybody issues their orders, and if any combat results then the parties involved resolve each round of combat in turn until all are done. Then the turn is over and everyone gets to give orders again.

This down time for non-involved players IMHO is the biggest drawback to any suggestion of allowing tactical combat in TCP/IP games. It's just not practical in a turn based or simultaneous game. Unless the game is limited to 2 players.

Geoschmo


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