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Old December 6th, 2001, 05:08 PM
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Default Re: what are the advantages of TCP/IP

quote:
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.

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.

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