The host of a universe dictates the budget, and will hopefully allow for some wiggle room per verbal agreements. Guests would have a limited budget on the amount of time spent on issuing orders per in-game-day. Their fleets in other worlds disappear to limbo, as do other players fleets in the host world. The host can close a wormhole at any time, which is equivalent to switching to offline play. Time is entirely independent between universes. Abuse-prevention code would be added as needed. Fleets disappear ("go out of phase in the quantum realm?") if someone logs off. You can only see and communicate with that fleet as long as the wormhole is open. So if it's open, you can send a fleet through, and that fleet will now exist in their database (save-game) and be deleted from yours. This wormhole will be open if the other person is currently playing and otherwise closed. Occasionally, you can discover a wormhole that can take you to someone else's universe. Each player would start in their own universe, their own save file. Initially, it would feel like a single player game. Here's how I would do it, *if* I were to do it. (Calm down, this is years away, if ever) The showstopper is timing right? Each player needs wildly varying amounts of time to pass in game, wildly varying amounts of time to spend issuing orders, and wildly varying schedules in real life. Quote While I'm here I might as well mention I've got a few exciting new ideas about how one could feasibly support multiplayer in a game like Aurora4x / Quasar4x.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |