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January 18th, 2004, 05:48 PM
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Major
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Re: PBW, First Impressions.. (Multiplayer discussion)
Congrats on loosing your virginity
Although all your suggestions would be nice to have for SEV, just stick with PBW a little longer and you will see these are not major issues
Most games does a turn a day (or every other day), and with a decent connection Receiving/Sending turns is fast enough, and with a good unzipper its only a few cliks to get the game launced. You could also use the RTC to save a few more clicks when all players are Online at the same time.
Anyway, when will we see you in KOTH ? Always good with some fresh meat 
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January 18th, 2004, 05:53 PM
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Brigadier General
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Re: PBW, First Impressions.. (Multiplayer discussion)
1) The game should not close at the end of each turn. (this way the player could overview his/her empire while waiting for the next PBW turn to be available.)
You can survey your empire during your turn. If you pressed End Turn prematurely, you can always load the game again. And You can always load the game again after you send in your player data.
2) It would be nice to have a 'send PBW Info' button within the game. (of course the player would need to configure the required info like server name, email addresses etc.)
I don't understand what you're asking for here. PBW info as in what?
3) The player sould be notified in the game when the next turn is ready and have a 'Get next PBW turn' button/indicator.
No. It is your responsibility to check up on your PBW games, and it is your responsibility to inform yourself when the new turns are due. Plus, I certainly do not want SE4 make annoying pop ups each time new turns are generated, nor I would want it connected to the internet.
4) A better method than feeding/compiling/distributing 'save games' is needed. (there must be a way to only send the 'changed' data and not the whole save game each time for processing.) If the 'packet' size was small enough, then many, many more turns could be played in a relitively short time.
You don't send the save game to PBW; you only send Player Information files to PBW.
5) It would also be very nice if 'encounters' were handled in real-time.
Get the PBW Real Time client. It's in your SE4 Gold CD.
[ January 18, 2004, 15:54: Message edited by: TerranC ]
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January 18th, 2004, 06:54 PM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: PBW, First Impressions.. (Multiplayer discussion)
It sounds to me that what you'd really like is improvments to TCP/IP. The only reason to use PBW vs TCP/IP for games were everyone is Online is that TCP/IP is slower for larger games.
Idealy what would be nice is to have improved TCP/IP for the start of the game and then when the turns start to take longer put in on PBW.
Edit: IF you find opening and closing the game after each PBW turn a pain try what I do. I have a .bat file on my desktop that will get me right into my turn for the game. Saves a lot of clicking and typing in of passwords.
[ January 18, 2004, 16:55: Message edited by: DavidG ]
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January 18th, 2004, 06:57 PM
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Lieutenant Colonel
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Re: PBW, First Impressions.. (Multiplayer discussion)
Quote:
Originally posted by TerranC:
5) It would also be very nice if 'encounters' were handled in real-time.
Get the PBW Real Time client. It's in your SE4 Gold CD. [/QB]
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??? Is he not talking about SE4 tactical combat here?
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January 18th, 2004, 07:16 PM
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Second Lieutenant
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Re: PBW, First Impressions.. (Multiplayer discussion)
Don't feel like the Lone Ranger David Gervais. I just got into my first PBW game too. There aren't a lot of Version 1.49 games to choose from, so I took over an empire. If you want a challenging experience, try that. I think maybe some players who abandon games do it because things have gone slightly wrong...
Hmmmm...let me see if I can get out of this mess. 
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January 18th, 2004, 07:46 PM
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National Security Advisor
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Re: PBW, First Impressions.. (Multiplayer discussion)
Originally posted by David E. Gervais:
1) The game should not close at the end of each turn. (this way the player could overview his/her empire while waiting for the next PBW turn to be available.)
Typical PBW games don't move at the speed of your first game there. When the next turn is coming in a day instead of ten minutes you aren't going to want to sit there waiting.
3) The player sould be notified in the game when the next turn is ready and have a 'Get next PBW turn' button/indicator.PBW Real Time Client does help with this, and auto launches your turn for you when it's ready. Although again, this is a only a factor because you are playing an extremely fast game. Typically in PBW game you aren't sitting around waiting for the next turn.
5) It would also be very nice if 'encounters' were handled in real-time.Not sure what you are suggesting here, but it sounds like you maybe are asking for tactical combat? In theory, I have no objection to tactical combat. However, I have not heard of a suggestion that sounds at all workable for more then a two player game. Tactical combat can take many minutes to resolve between two individuals, and in the mean time everybody not in combat is sitting around doing nothing.
As the other guy said, PBW wasn't designed to function as TCP/IP but to streamline teh file handling for PBEM. With RTC though it comes close to TCP/IP functionality.
[ January 18, 2004, 17:47: Message edited by: geoschmo ]
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January 18th, 2004, 07:46 PM
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Colonel
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Join Date: Jul 2000
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Re: PBW, First Impressions.. (Multiplayer discussion)
David: although I understand your concerns and mostly agree, really I think ONE thing MUST BE fixed yes or yes: WHY is not allowed to save the turn in simultaneous games??? Don't understand why Aaron doesn't fixed it yet... In games when you spent 30-60 minutes to do your moves, you could lose everything if your computer hang up or something like that...
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