Re: Any progress on TCP/IP connection.
If anyone is going to "bodyguard" Aaron it should be me....
Seriously, I don't mean to imply that TCP/IP and or tactical combat would be easy in any way. In fact, the proposition of retrofitting a non-networked application with multiplayer TCP/IP seems daunting. I find the file sharing PBEM options to be quite ingenious (reminds me of Spaceward Ho!) and workable - minus tactical.
I would be willing to wait for SE5 and fork over some more money for true multi. This is MM's decision, all I can do is make my will known.
But when that glorious day arrives I do want tactical combat. I know this would slow down play. The first turn-based multiplayer game I ever played (Robosport) addressed this with time limits on orders (OK, RS was simultaneous execution, not sequential turn based - but if you remember that game you're almost too old to still play PC games). Time limits would in a way reflect the increased difficulty of managing a larger fleet...
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