Author Topic: Multiplayer  (Read 4409 times)

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Offline Barkhorn (OP)

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Multiplayer
« on: September 29, 2015, 01:10:43 PM »
I want to play some mock battles with some friends.  My idea is to have a set number of build points and tech points we're allowed to spend, then each build a fleet with that budget.  Then we fight.  Now, I know we'll have to use SM to fake a hot-seat like system, switching control back and forth.

This raises a couple problems though.  First, it seems impossible to keep anything secret.  When we use SM to switch race, we'll see each other's stuff.

Second, how do we deal with how frequently we have to switch which race is being controlled?  In the heat of battle, the smallest time increment is 5 seconds, and battles can last days.  This seems like an insane amount of race-switching micromanagement.

This seems like something other people here on the forum might've done before, and I was hoping you'd have some advice.
 

Offline Erik L

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Re: Multiplayer
« Reply #1 on: September 29, 2015, 01:50:19 PM »
Set a SM race, so when you switch to SM you don't see anything. Also you can set the default race to the current player.

Offline MarcAFK

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Re: Multiplayer
« Reply #2 on: September 29, 2015, 02:13:19 PM »
Ideally you would use a third party to run the battle, passing reports to the players then getting orders for the fleets to follow etc.
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Offline 83athom

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Re: Multiplayer
« Reply #3 on: September 29, 2015, 02:34:06 PM »
I haz a few questions as I am interested;
1. Research; Would the amount of points given represent everything that needs RP or just the basic tech research (so design components such as missiles and weapons wont count)?
2. Play; Would we do this in a league style play (1v1, then 1v1, then winners play) or just like a matchmaking(1v1s, 2v2s, FFA, etc)?
1B. If we do it matchmaking, would the RPs vary each match or be static?
1C. Would we possibly have random tech matches where we create a race with a certain amount of points and deal with what we get?
1D. Would we do matches where we each have the exact same base techs and build what we do from there?
3. Fleets; What would rules regarding he actual play by play work? Would we PM a 3rd party to issue orders like what MarcAFK suggested or would we form a fleet formation with conditional orders and escorts?
4. Resources; Would we only have a cap on BP each match (possibly varying every one) or would we also cap certain resources like Sorium or Duranium etc (not including fuel possibly).
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Offline Barkhorn (OP)

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Re: Multiplayer
« Reply #4 on: September 29, 2015, 02:59:56 PM »
Ok 83athom, first let me clarify that this was just for a few real-life friends and I.  We hadn't planned on having much organization; we simply don't have enough players to do a ladder or a tournament or something.

1) I was thinking it'd just be the tech research, not also designing components.  But I'm just starting to come up with ideas on how to do this whole thing, the rules are subject to change.
2) Among my friends and I, it'd just be fun skirmishes, no leagues or tournaments or whatever.  If we get a forum-wide system going though I'd like to play.
3) I don't know.  A big problem I'm thinking we'd have is simply how long battles will take in real life if we have to constantly SM race switch.  It would be even worse if we try to play online by emailing the DB back and forth.
4) I was thinking just BP, but like everything else, I'm open to ideas.
 

Offline sublight

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Re: Multiplayer
« Reply #5 on: September 29, 2015, 04:04:00 PM »
I've run games similar to this before and did as MarcAFK noted. One of us played as System Master instead of faction leader. The SM then controlled all time advances and judged when input was required by the other players/faction leaders. The faction leaders then either messaged the system master faction orders, or else update the database directly hot seat style.
 

Offline Rich.h

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Re: Multiplayer
« Reply #6 on: September 29, 2015, 04:47:59 PM »
Due to the way Aurora works with so many different "turn" lengths, the only way I can see it being feasible is through a game master system. Something similar to the old PBM and PBEM sci fi games (such as Beyond The Stellar Empire). However due to just how vast a game Aurora is, even this would be a major headache for the person taking the GM role. You could simply give each player a 30 day time slot where they can do whatever they want and put down both their empire orders during that 30 day slot. Then the GM can go ahead with a game set up where they have all the player empires in play and carry out each set of orders, which stops and notifications where appropriate.

The combat side of things might not be too bad, but the issue I see most is just standard contacts without combat. If player A decided they simply wanted to scout out a system and player B was aware of their presence you have the potential for combat. But if player B decides to simply watch the scout you could easily end up with the GM running through 2 hours of real time turns just to play out the encounter with no real outcome of sorts, do that a couple of times and no doubt anyone would tire of the GM role.

For using it as a multiplayer battle only game though it could work, though you would need to set some basic ground rules to prevent things getting too long winded. Hook up a laptop or pc to a big screen and use this for a system display window, while keeping the rest of the windows on the GM;s laptop screen, each player can give the GM their "secret" orders how they want their fleets to act. Then things get played out in front of everyone. To reduce the headache too much you could agree that the battle will take place within a given area only (say the total Jovian system up to the outer moon orbit). You would also need to do away with the notion of stealth otherwise you are relegated to the prospect of either physically swapping things round each "turn" while others look away (Laser squad style), or each running an instance of the same database and simply trusting each other to not look. Personally I cannot think of a way that Aurora will happily lend itself to doing multiplayer without some form of immersion breaking going on which could spoil the flow of things. But you could use it as a battle only simulator kind of how the Time Commanders TV show used to do.
 

Offline Barkhorn (OP)

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Re: Multiplayer
« Reply #7 on: September 29, 2015, 05:45:40 PM »
We can still have stealth if we have real objectives that are more complex than "Kill each other".  If Player A tries to just hide all game, Player B can just go complete his objective.

I agree without being able to have multiple clients access the same DB, you can't have a full multiplayer campaign.  But single battles should be do-able.

This is also just going to be between friends and just for fun.  We can use the honor system to prevent at least some nonsense, like hiding somewhere far away with cloaking on and engine off.
 

Offline linkxsc

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Re: Multiplayer
« Reply #8 on: October 02, 2015, 03:52:59 PM »
Always kinda wished that you could open several system maps and event logs onscreen, you know, 1 for each player's view.
then get all fancy and stream the screens to the various players, and they'd pass orders to the SM as needed (through text or private voicechat)