Thread: TCP/IP
View Single Post
  #3  
Old April 3rd, 2001, 07:52 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: TCP/IP

I agree with MB about the limitations of TCP/IP for a turn-based game like SEIV.

Londo, think about how long it takes you to do your turn in a single player game and
multiply that times the number of people playing and that is how long you would have to wait between turns. If you had a game with 15 players or more, you would be doing nothing for hours while you wait.

Even if they could somehow implement tactical combat for multi-player games, combat is usually 2 or at most 3 players and the rest would be sitting idlly at there machines waiting for their turn to come back around.

However, it would be more useful for simultaneuos games. At least then you would have everybody working their turn at the same time. The host machine could assign a time limit, or at least monitor each player to see if they are still active and take there turn for them if they are not.

Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote