Real time multiplayer? (Full Version)

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Wasicun -> Real time multiplayer? (1/13/2014 6:30:08 PM)

Hi guys!

This game is definitely the best ever!!!!

But what about a real time multiplayer?

Is so hard to program?

Come on developers... [;)]


I like Baloogan style multiplayer, but i think that a real time multiplayer will be really cool (and maybe you can save at a certain point and start from this point in the next session with your friend/s).

Keep up the good work!





renders -> RE: Real time multiplayer? (1/13/2014 9:31:10 PM)

baloogan has developed a kind of mighty tool called Joint Command where you can setup some plays with your friends.
http://baloogancampaign.com/command-plugins/joint-command/




ExMachina -> RE: Real time multiplayer? (1/13/2014 9:43:24 PM)

quote:

ORIGINAL: Wasicun

I like Baloogan style multiplayer, but i think that a real time multiplayer will be really cool (and maybe you can save at a certain point and start from this point in the next session with your friend/s).

Keep up the good work!


Baloogan's solution may be the best, since time compression really is central to CMANO.

Now, maybe it would be possible to have real time multiplayer where opponents could never "pause" (a la a RTS game) and had to mutually agree on all time accelerations...
but I dunno...[:)]




Blu3wolf -> RE: Real time multiplayer? (1/14/2014 2:34:41 AM)

it would be possible, what would be in question would be its popularity.

Id be a fan.




mrfeizhu -> RE: Real time multiplayer? (1/14/2014 12:29:29 PM)

I am sure it would be popular, I don't think it would be easy to do ( its easy to see some one dig a hole but to do it your self is another story)it seems that it would be an expansion program, of an entirely new one. I think most people would pay for this. I often wonder where the developers see the game going in the future and when they will move on to their next project.




kaburke61 -> RE: Real time multiplayer? (1/14/2014 3:27:16 PM)


quote:

ORIGINAL: Wasicun

Hi guys!

This game is definitely the best ever!!!!

But what about a real time multiplayer?

Is so hard to program?

Come on developers... [;)]


I like Baloogan style multiplayer, but i think that a real time multiplayer will be really cool (and maybe you can save at a certain point and start from this point in the next session with your friend/s).

Keep up the good work!




Here's one vote for the devs to continue instead to improve the fantastic single-player game (thru patches and/or expansions).




ExMachina -> RE: Real time multiplayer? (1/14/2014 5:17:25 PM)


quote:

Here's one vote for the devs to continue instead to improve the fantastic single-player game (thru patches and/or expansions).


And to be clear, here's another [:D]

For me, Baloogan's solution will be more than satisfactory once the CMANO AI graduates from college [8D]




mikmykWS -> RE: Real time multiplayer? (1/14/2014 5:49:09 PM)


quote:

ORIGINAL: ExMachina


quote:

Here's one vote for the devs to continue instead to improve the fantastic single-player game (thru patches and/or expansions).


And to be clear, here's another [:D]

For me, Baloogan's solution will be more than satisfactory once the CMANO AI graduates from college [8D]


Really.....




Marder -> RE: Real time multiplayer? (1/14/2014 6:21:11 PM)

I vote for improving the singleplayer to death. [&o]

Keep up the fantastic work. I really linke the AI in many points.




ExMachina -> RE: Real time multiplayer? (1/14/2014 6:40:57 PM)


quote:


Really.....


[:D] Sorry. Might be biased as I just had one ship of my formation get impossibly stuck in an inlet.




mikmykWS -> RE: Real time multiplayer? (1/14/2014 7:15:24 PM)


quote:

ORIGINAL: ExMachina


quote:


Really.....


[:D] Sorry. Might be biased as I just had one ship of my formation get impossibly stuck in an inlet.


Sorry that happened. Post the file and we'll take a look.

Thanks!

Mike




SSN754planker -> RE: Real time multiplayer? (1/14/2014 8:10:20 PM)

ABSOLUTELY NO to the idea of the devs concentrating on real time multiplayer. Baloogans hard work has created some excellent alternatives to this.

Think about this.....How many times are you going to have two people in this small niche game community we have here able to devote a significant amount of time AT THE SAME TIME to play a scenario out with no interruptions. We don't have a large player pool, this isn't xbox live were talking here. It would be best to have multiplayer the way it is being done now with Baloogans program.

i am 110% percent for the devs concentrating on making the single player experience the absolute best it can be, because by default, that also makes multiplayer with Baloogans module just as good.





mikmykWS -> RE: Real time multiplayer? (1/14/2014 8:43:09 PM)

We're in process planning as far as the future and some of the bigger more popular features. M'per is definitely on the list but no specifics yet on how and when it will land. But it will[:)]

Thanks!

Mike




navwarcol -> RE: Real time multiplayer? (1/14/2014 8:53:51 PM)

Personally, I would make that captain walk the plank.. [;)]
quote:

ORIGINAL: ExMachina


quote:


Really.....


[:D] Sorry. Might be biased as I just had one ship of my formation get impossibly stuck in an inlet.





snowburn -> RE: Real time multiplayer? (1/14/2014 9:43:48 PM)

quote:

ORIGINAL: SSN754planker

ABSOLUTELY NO to the idea of the devs concentrating on real time multiplayer. Baloogans hard work has created some excellent alternatives to this.

Think about this.....How many times are you going to have two people in this small niche game community we have here able to devote a significant amount of time AT THE SAME TIME to play a scenario out with no interruptions. We don't have a large player pool, this isn't xbox live were talking here. It would be best to have multiplayer the way it is being done now with Baloogans program.

i am 110% percent for the devs concentrating on making the single player experience the absolute best it can be, because by default, that also makes multiplayer with Baloogans module just as good.



+1

Native support and a central server to host simultaneous turn based MP games like Flashpoint Campaigns: Red Storm and Frozen Synapse looks like a better option than Real Time.




ExMachina -> RE: Real time multiplayer? (1/14/2014 10:03:58 PM)

quote:

Personally, I would make that captain walk the plank..


Heh heh. Absolutely [:D]





mikmykWS -> RE: Real time multiplayer? (1/14/2014 11:13:48 PM)

quote:

ORIGINAL: ExMachina

quote:

Personally, I would make that captain walk the plank..


Heh heh. Absolutely [:D]




Try it.

Spin your wheels all you want but we are at the con.




JRyan -> RE: Real time multiplayer? (1/15/2014 11:36:03 PM)

I remember how much time it took to get H3 working in MP, it was a bugger to say the least. For now, my vote is fix the bugs and minor issues with what we have first. Then we can look forward etc...




RoryAndersonCDT -> RE: Real time multiplayer? (1/17/2014 10:55:00 AM)

Thanks everyone for mentioning me and my efforts so much in this thread [8D]

quote:

ORIGINAL: snowburn

quote:

ORIGINAL: SSN754planker

ABSOLUTELY NO to the idea of the devs concentrating on real time multiplayer. Baloogans hard work has created some excellent alternatives to this.

Think about this.....How many times are you going to have two people in this small niche game community we have here able to devote a significant amount of time AT THE SAME TIME to play a scenario out with no interruptions. We don't have a large player pool, this isn't xbox live were talking here. It would be best to have multiplayer the way it is being done now with Baloogans program.

i am 110% percent for the devs concentrating on making the single player experience the absolute best it can be, because by default, that also makes multiplayer with Baloogans module just as good.



+1

Native support and a central server to host simultaneous turn based MP games like Flashpoint Campaigns: Red Storm and Frozen Synapse looks like a better option than Real Time.


Well, Joint Command isn't native inside of Command, but I'd recommend at least giving Joint Command a look if you are interested in turn based Command. It isn't simultaneous turn based Command, but its close [:)]

So far we have 37 players and have played roughly 600 or so turns so far across 60-70 games. Worth a look [:)]

Please consider this an open invitation for anyone to give Joint Command a try. We hang out in this chat room here: https://jabbr.net/#/rooms/baloogan to setup Joint Command matches and to help debug both Joint Command and Geoscape.

In a way Joint Command is a 'battle of the scenario authors'. A skilled JC player will know how to set up the AI just right to achieve good kills on their opponent's turn. So far we have been playing with turn lengths from 10 minutes to 45 minutes with great success.





Ilias -> RE: Real time multiplayer? (7/30/2017 10:50:07 AM)

Players which would steadily vote for the real time multilayer probably just do not getting on the forum, because how unprecedently cool the game wouldn't be, being just single player or turn based strategy: guies for most of them its just not interesting and noticeable enough to deeply look in.
I'm absolutely sure it's attractiveness would seriously rise with ability to play in the game with friends, other peoples, compete in it, in real time.

Technical:
Looks like main question about gameplay, in the theme, is time acceleration.?[:)]: would love to see it: with agree confirmation windows poping up at other players when one changing game speed (ability to broadcast the speed change request everyone would have available all the time), and every player would have at any time ability to set x1 speed.

(using chance: thank you dear developers for what you continue working on the game, unit in unit system came up [:)], glad to pay for the enhance [:)], only sad what didn't noticed it's release earlier)

With respect.
Truly yours.
Ilias.




Wiz33 -> RE: Real time multiplayer? (7/31/2017 3:52:20 PM)

But I would disagree to compression (or drop to 1:1 from time to time) just to make you think I'm in the middle of planning a major offensive. There's so many things that you can do to mess with the other player it's not even funny.




Ilias -> RE: Real time multiplayer? (7/31/2017 4:43:35 PM)

quote:

ORIGINAL: Wiz33
But I would disagree to compression (or drop to 1:1 from time to time) just to make you think I'm in the middle of planning a major offensive. There's so many things that you can do to mess with the other player it's not even funny.

As your choise it wouldn't be a problem, because among other benefits to fight this kind of behaviour the system can have alot of settable |session's settings|, such as:
_ setting up time change options, which will be available in game (x1, x5, x10..)
(for game process speeds of players's choise, to be in accordance with |current session's players|'s abilities and wishes for Perfect suitablE, what leads To Most enjoyablE experience[:)]),
_ choosing which changes will not require players's permission (letting to limit minimum game speed, which can be set without each player's agreement),
_ |forced changes (ones which set to do not require permissions)|'s optional: rate of use and length limits (easiest way to fight spamming of them) (with settable default game speed (which will be returned after forced change over)),
__ good idea would be optional mode: (with rate of use limit) stacking unused forced changes (for they would be used thoughtfully and their's use still would be limited, while removing point of using them as fast as receiving)

about "to make you think I'm ..": almost absolutely pointless, because count of |options why you would need to slow the time| is too big and they too different, 'just in a middle of something' is not alot of intel to delude enemy or expose your self.

But most important is to keep ability to set the free concept, for Friendly games, where you sure what others will not spam it or do what ever else unapropriate.




Ilias -> RE: Real time multiplayer? (7/31/2017 5:39:57 PM)

*edited




CCIP-subsim -> RE: Real time multiplayer? (7/31/2017 6:13:21 PM)

At this point I've resigned to the idea that multiplayer is more likely something we'll only get in a future Command 2 (aka the CMANO sequel) sometime in the 2020s [:)]

TBH, never been high on my own priority list - and more than that, since I already prefer turn-based/PBEM multiplayer anyway, technically that's already there in the form of Joint Command. I am certainly considering joining it sometime, but at the moment I have more than enough single-player content to work through!




Ilias -> RE: Real time multiplayer? (7/31/2017 6:30:02 PM)

quote:

ORIGINAL: CCIPsubsim
At this point I've resigned to the idea that multiplayer is more likely something we'll only get in a future Command 2 (aka the CMANO sequel) sometime in the 2020s [:)]

TBH, never been high on my own priority list - and more than that, since I already prefer turn-based/PBEM multiplayer anyway, technically that's already there in the form of Joint Command. I am certainly considering joining it sometime, but at the moment I have more than enough single-player content to work through!

To each his liked, but sadly what public needs to be attracted by ready opportunities to show its interest, not conversely (finding and trying to help become interesting and for them[:)]).
Of course: for example, players which playing in game, do like it, otherwise why would they play in it ? :) , while for further way is no guidance




Ilias -> RE: Real time multiplayer? (7/31/2017 7:40:13 PM)

quote:

ORIGINAL: CCIPsubsim

At this point I've resigned to the idea that multiplayer is more likely something we'll only get in a future Command 2 (aka the CMANO sequel) sometime in the 2020s [:)]

TBH, never been high on my own priority list - and more than that, since I already prefer turn-based/PBEM multiplayer anyway, technically that's already there in the form of Joint Command. I am certainly considering joining it sometime, but at the moment I have more than enough single-player content to work through!

ps: It shouldn't take 3 years, do not saying its small or easy thing, but just to give you some information AAA projects take 1-3 years, biggest thing here is network system and it shouldn't take too long
("too" is more than "very", right?:))




Raptorx7_slith -> RE: Real time multiplayer? (7/31/2017 8:40:37 PM)


quote:

ORIGINAL: Ilias

quote:

ORIGINAL: CCIPsubsim

At this point I've resigned to the idea that multiplayer is more likely something we'll only get in a future Command 2 (aka the CMANO sequel) sometime in the 2020s [:)]

TBH, never been high on my own priority list - and more than that, since I already prefer turn-based/PBEM multiplayer anyway, technically that's already there in the form of Joint Command. I am certainly considering joining it sometime, but at the moment I have more than enough single-player content to work through!

ps: It shouldn't take 3 years, do not saying its small or easy thing, but just to give you some information AAA projects take 1-3 years, biggest thing here is network system and it shouldn't take too long


You have no idea what you're talking about [:)]




Cik -> RE: Real time multiplayer? (7/31/2017 9:38:08 PM)

don't worry guys, it's easy :^)




Ilias -> RE: Real time multiplayer? (8/1/2017 4:36:34 AM)

quote:

ORIGINAL: Cik
don't worry guys, it's easy :^)

its not and i specially said what its not, what that was for ?




Ilias -> RE: Real time multiplayer? (8/1/2017 4:40:40 AM)

quote:

ORIGINAL: raptorx7
You have no idea what you're talking about [:)]

no offence, but feels like you don't,
i do know what the team is not big and the game wasn't developed with intention to have RT M., but you too: be realistic please.

(sorry for 2 posts, not deliberately)




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