First I would like to say I am sorry if I repeat anything
VictimOfPepperoni wrote:
The player hosts its own game. If this could be integrated without too much memory use. Then MMO would be possible without having to raise paid multiplayer subscriptions due to server costs.
Instead of it being a MMO how about each player host a game, if they wish to create a universe in which their players play in (like a DM in a game of D&D) that could do that. The hosts can then leave the sever up on their own pc or out source it to a dedicated host. They post their world IP to the forums and other players can log in. May be then the hosts could decide the balance of their sever ect. That could bring about a whole bunch of different "universes" for players to play in.
Also I have an idea for a better broadside AI. Perhaps there could be a Broadside left and Broadside right AI that the user could switch between.
Ability to "ram" would be nice
But that would need mass(sum of HP of all parts) to be added. Yet that could be nice.
Spiky ships would finally get some sort of advantage over "barrel" ships.
Boarthephoenix wrote:First I would like to say I am sorry if I repeat anything
VictimOfPepperoni wrote:
The player hosts its own game. If this could be integrated without too much memory use. Then MMO would be possible without having to raise paid multiplayer subscriptions due to server costs.
Instead of it being a MMO how about each player host a game, if they wish to create a universe in which their players play in (like a DM in a game of D&D) that could do that. The hosts can then leave the sever up on their own pc or out source it to a dedicated host. They post their world IP to the forums and other players can log in. May be then the hosts could decide the balance of their sever ect. That could bring about a whole bunch of different "universes" for players to play in.
Also I have an idea for a better broadside AI. Perhaps there could be a Broadside left and Broadside right AI that the user could switch between.
I honestly doubt that there will be a lot of players that can host a server that can support all people that want to play 24/7...
I mean, would you put up your computer all day just so other people can enjoy it?
You can make small/large Single battles this way, but no MMO of any kind...
There are services that people could pay for that will run dedicated severs for most games. These services usually are able to support many players and a verity of games. Yes it would have to be out of the hosts pocket but that is what donations are for.
Couldn't we do game hosting a la Warcraft 3, where both the host and the clients have all the files and the host's computer acts as a server to the players for the duration of the game?
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That would work, but I was thinking more along the lines of NWN. Nwn had a sever client that ran the "mod" the players wold need all the same files to play on the "mod" or persistent worlds as they are called. This sever client could then be left to run on a sever comp or outsourced to a dedicated host.
War3 styled multiplayer is a good idea. All we need is to create an auto-updating system that downloads all new parts and ships when we turn internet on. Could be a fine way to get rid of nasty "search_all_the_topics_for_what_you_need" style of getting required components.
With regards to multiplayer, make the campaign turn-based and the combat real-time. Easiest to have the battles AI-driven, with players perhaps setting formations and then each battle being replayed three times to counter random chance. Best of three wins.
Making it turn-based allows people to take their turn in their own time and does away with the need for a server at all. I guess I'm thinking along the lines of the Meta Game here... you could even have a 'game master', capable of introducing new races/controlling an enemy for the players to fight etc etc.
Of course, you could go and make it like a standard strategy game -perhaps HW2 style?
If we're looking for easy updating, SVN repositories are a great way. Anyone else know how to use them? I use them to keep Gmod addons up to date, and it works beautifully, every now and then you just right click and hit SVN Update and anything new will be downloaded. A sprite and ship repository couldn't be too hard to set up.
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Could we possibly get an option to make weapons completely ignore things below a certain size? I don't mean like the target-size boxes, I mean so that if an anti-capital beam or a big-ass cannon hits say, a fighter, it'll just pass right through.
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I would like to make a suggestion concerning the graphics. Instead of using bitmaps/sprites to draw sections onto the screen, what about using vector-based graphics instead. This would require coding a separate editor for custom sections, but it would make BSF2 far less resource-intensive.
the mulletron wrote:I would like to make a suggestion concerning the graphics. Instead of using bitmaps/sprites to draw sections onto the screen, what about using vector-based graphics instead. This would require coding a separate editor for custom sections, but it would make BSF2 far less resource-intensive.
Obviously you don't have any idea how resource-intensive vector graphics are.
Ever wondered why most flash games have quality settings, despite being very small and simple?