Roger Neilson II
Posts: 1517
Joined: 7/16/2006 From: Newcastle upon Tyne. England Status: offline
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Ok, its not rocket science but it makes a lot of sense to me. My suggestion relies upon using a web 2.0 storage area that is shared by the players in the game. There are many of these, free and simple to operate. The biggest fun I had out of multiplayer was the communication, trading of ideas, advice and general good humour. The biggest downside was the slowness of the game. Now AE could be even slower as its far more complex - but at the same time the players can learn a lot ore from each other. The biggest time drag in the game turns is where the team method is to have an established cycle so the turn is passed from one to another like a baton in a relay race. Now as soon as someone is not available or doesn't do their bit fast then there is a delay... and it multiplies. Now an ideal team is comprised of three people in very different parts of the world, so when two are asleep or at work one may well be available to do their orders. This can mean that a set of orders can be processed using downtime - a lot of multinationals work this way now where teams hand over the tasks to others as their working day finishes and another's begins. Their teams are composed of people across the globe deliberately. Here is a schema that hopefully explains it if it needs further explanation. It assumes 3 players per side. A,B,C are the Jap players X,Y,Z are the Allies. Once turns begin the save files are dropped into the store on the web - and whoever of the A,B,C who is ready to do their bit downloads the turn to work on and most importantly, drops the rest of the team an email saying they have the turn. When they have completed their part they upload the turn again as a game in progress save and again email the others from A, B, C to say the turn has been sorted as far as they are concerned. This process repeats until all three have done the turn. The last of the trio completes their turn, does a game in progress save and also a turn end saveand uploads both of them to the store. A,B or C, whichever has done this emails all the team of 6 to tell them its done. X, Y, Z are now aware there is a turn for them to respond to and now do the same process and a full day has been completed. The purpose of the game in progress save for each side being uploaded to the storage area enables any of the allied/jap team depending on the save to download and check anything they wish to do after the turn has been sent off. All this gets round the 'stuck turn' in someone's mailbox. It also means that if anyone suddenly can't do their turn, after an agreed time expired the rest of the team pick it up sort it out and send it on so that here is no inordinate delay. My experience is the greatest reason for drop out in the team game is frustration over the speed of progress - most people accept the idea that maybe someone else will do their moves if they don't get time. This also means that most players do trade a lot of plannign and ideas via email or another system - a wiki is the best! It also allows anyone to do a part order, upload and then go back and complete the rest later provided they tell the rest of their team its not to be sent off to the enemy yet. It requires slightly more ICT knowledge than your old maiden aunt has, but not much, and a little bit of discipline, but i think it could make the process very much smoother for all. Anyway, just my idea but as two of the people concerned asked for my input you got it. Shout if you want further clarification or development. Roger
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