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December 4th, 2001, 03:33 PM
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National Security Advisor
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Re: what are the advantages of TCP/IP
I seriously doubt TCP/IP will have a negative impact on the number of people playing via PBW, or standard PBEM. TCP/IPers and PBW/PBEMers are really two distinct Groups of people. Perhaps there will be some overlap, but I expect not much.
In fact I expect the release of the Gold CD, and TCP/IP support with it to increase the overall number of people playing SEIV, and to therefore increase the number of people playing all types of multiplayer SEIV.
Geoschmo
PBW Admin Team
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December 4th, 2001, 03:34 PM
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Brigadier General
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Re: what are the advantages of TCP/IP
To be honest I think TCP/IP is more a draw for folks who don't have SE:IV now because of that feature. Myself, and most turn based folks I know, really don't have the time to sit back and wait for turns to process in a live game.
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December 4th, 2001, 06:13 PM
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Re: what are the advantages of TCP/IP
quote: Originally posted by Richard:
To be honest I think TCP/IP is more a draw for folks who don't have SE:IV now because of that feature. Myself, and most turn based folks I know, really don't have the time to sit back and wait for turns to process in a live game.
I wonder if TCP/IP support will be stable enough to leave the client/host running for days(assuming you have a DSL or cable connection). If one can play like that, it's pretty much the same as PBW but with less hassle. You come to your computer, you see a new turn, you submit your orders -- the rest is taken care of by the game. No manual uploads/downloads. If the TCP/IP support can do that for me, I'll be quite happy about it 
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December 4th, 2001, 06:32 PM
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Corporal
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Re: what are the advantages of TCP/IP
I might be able to play a TCP/IP game every so often, but for the most part I'll be sticking with PBW. I don't think adding TCP/IP will cut into the number of people using PBW, though I suppose time will tell on that.
Eric/LL
PBW UI Guy
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December 4th, 2001, 07:27 PM
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Brigadier General
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Re: what are the advantages of TCP/IP
Huh, you know, you can actually save a TCP/IP game.
quote: Originally posted by Aub:
I wonder if TCP/IP support will be stable enough to leave the client/host running for days(assuming you have a DSL or cable connection). If one can play like that, it's pretty much the same as PBW but with less hassle. You come to your computer, you see a new turn, you submit your orders -- the rest is taken care of by the game. No manual uploads/downloads. If the TCP/IP support can do that for me, I'll be quite happy about it
[ 04 December 2001: Message edited by: [K126]Mephisto ]
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December 4th, 2001, 07:48 PM
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Re: what are the advantages of TCP/IP
Will the new TCP/IP allow for tactical combat against human players, then? That would be sweet.
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December 4th, 2001, 09:02 PM
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National Security Advisor
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Re: what are the advantages of TCP/IP
quote: Originally posted by Kimball:
Will the new TCP/IP allow for tactical combat against human players, then? That would be sweet.
As of the current beta Version, no.
No idea if he plans to change that. That would require some extensive rewrite of the code methinks. Currently TCP/IP is simultaneous tun based, but the game automagically handles the sending and receiving of game and player files, with a chat function thrown in for good measure. So anything you can't do in a sim turn game, you can't do in TCP/IP, ie. tactical combat.
Geoschmo
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