Shannon V. OKeets -> RE: MWIF Game Interface Design (8/18/2006 7:41:49 AM)
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ORIGINAL: Zorachus99 In multiplayer games, will all the players on a side (Axis/Allied) be able to their moves based on the phase the game is in, or will they move out of concert? My understanding of the RAW is the attacker chooses the sequence that battles are resolved... which means one player would be waiting on another to complete their action. Will all the players have to agree to end a phase before battles are initiated (proper sequence of play)? The design for multiplayer over the Internet has one player for each side established as the "team leader". As players are moving their units (for example) the local MWIF program will record the move for the unit/unit stack as the player is moving it around. Once he drops it someplace, the set of hex-to-hex moves will be grouped into a 'transaction' and sent off to his team leader. The team leader's copy of the program will record all the transactions from all his team members as they come in ( he will also forward them to other members of his team) and once everyone on the side has indicated they have finished moving units, then the team leader will sent the whole mess off to the opposing team leader who will forward them off to the players on his side/team. There are other details I am leaving out here, but that is the gist of the process. Announcing attacks, like moves, can be done in any order, mixing up different major powers. The sequence for resolving attacks will be under the control of the team leader - that is just to prevent anarchy. Hopefully everyone on a side can agree on the sequence. So, to answer your implied question, yes, you are going to have to wait while your ultra-careful teammate considers all the implications of each of the combinations and permutations of the order in which to perform attacks. Or you could insist on being team leader and then run roughshod over everyone's delicate sensitivities. Dealing with the social and political dynamics are pretty much out of scope for the MWIF code to my way of thinking. Not that I think they are unimportant - just out of scope. I am trying to work out some way for a player to move his units 'conditionally' while the other side is on move. The idea here is you can shove your units around while waiting on the other side (perhaps they are deciding about CAP, for instance) and then when the other side says they are done, you can approve or cancel the 'conditional' moves you had previously entered. I have to figure out the mechanics of this for both the player interface and for storing the information internally. If I can get this to work, I am hoping that it will speed up play substantially - especially in 2 player games.
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