tss Posted November 3, 2000 Share Posted November 3, 2000 Pak40 wrote: Since the who purpose of a drinking game is to get drunk, Oh no. The whole purpose of a drinking game is to get pleasantly drunk while your opponent ends up in such a bad condition that you can convince him to pay for all drinks and embarasses himself so badly that you can laugh at him for months. - Tommi (who is too sensible to participate in those kinds of games but has witnessed them often enough) Link to comment Share on other sites More sharing options...
deanco Posted November 3, 2000 Share Posted November 3, 2000 Lee said, Steve, will tcp/ip feature an audible message to let you know your opponent's turn is done? Let's say you get your orders done very fast, but the other player has a lot more going on and needs the full time limit to issue orders. You may want to go get a sandwhich while you wait. If there was a sound alert that let you know the other player had finished his turn (he just hit the "GO" button), you could safely leave the computer and turn the sound up a bit, knowing you'll hear the instant he's done and can get back to your PC fast. I think this is a really important feature when your playing a "live" strategy game. It's not like playing a FPS where you have to constantly be there to play. There will be plenty of times when you can step away from CM for a few spare minutes and during those times it will be necessary to have an audio warning you can hear from far away from the PC (obviously, you would adjust the volume on your speakers to suit the situation), so you know when all orders have been completed for that turn and you can hurry back to the computer. --------------- Brilliant idea, Lee. I second the motion. DeanCo-- Link to comment Share on other sites More sharing options...
Frenchy Posted November 3, 2000 Share Posted November 3, 2000 I hope the phone companies can handle the heavy traffic when this bad boy comes out! ------------------ Webmaster http://www.trailblazersww2.org http://www.vmfa251.org Link to comment Share on other sites More sharing options...
aka_tom_w Posted November 3, 2000 Share Posted November 3, 2000 <BLOCKQUOTE>quote:</font><HR>Originally posted by Lee: Steve, will tcp/ip feature an audible message to let you know your opponent's turn is done? Let's say you get your orders done very fast, but the other player has a lot more going on and needs the full time limit to issue orders. You may want to go get a sandwhich while you wait. If there was a sound alert that let you know the other player had finished his turn (he just hit the "GO" button), you could safely leave the computer and turn the sound up a bit, knowing you'll hear the instant he's done and can get back to your PC fast. I think this is a really important feature when your playing a "live" strategy game. It's not like playing a FPS where you have to constantly be there to play. There will be plenty of times when you can step away from CM for a few spare minutes and during those times it will be necessary to have an audio warning you can hear from far away from the PC (obviously, you would adjust the volume on your speakers to suit the situation), so you know when all orders have been completed for that turn and you can hurry back to the computer.<HR></BLOCKQUOTE> Great Question and Even Better Suggestion. I hope one of you beta testors checks this out over the weekend. What we want to know is what happens when one player finishes his turn and hits go? If both players finish the turn early do they BOTH have to wait the full time duration? (say the remainder of the 10 mins?) If one player hits go before the other player what happens when the second player hits go before the time limit? What if one player is not finished plotting the new move and the timer expires? Can't wait to see that one! ha ha ha.... The addition of some form of (preferably user configurable) audio tone or warning to let you know the turn "crunch" is underway prior to your first "free" one minute of the movie being played would be VERY welcome. Thanks You know we all just Can't wait for head to head live TCP/IP combat (Transmission Control Protocol/Internet Protocol correct?) -tom w Link to comment Share on other sites More sharing options...
Jackson Posted November 3, 2000 Share Posted November 3, 2000 Can I safely assume that if two players finish their orders phase under the time limit, that action will start immediately? No reason to wait the full 10, 15 or 20 minutes if both players are ready to go. Link to comment Share on other sites More sharing options...
Kingfish Posted November 3, 2000 Share Posted November 3, 2000 Question regarding the timer settings: Is the timer duration "locked" once the game is started? In otherwords, say I start a game with the timer set at 5 minutes. After a few turns both my opponent and myself decide this is too long and we could play faster, can we reset it to 2 minutes? ------------------ ...This is Romeo-Foxtrot, shall we dance?... Link to comment Share on other sites More sharing options...
aka_tom_w Posted November 3, 2000 Share Posted November 3, 2000 <BLOCKQUOTE>quote:</font><HR>Originally posted by Frenchy: I hope the phone companies can handle the heavy traffic when this bad boy comes out! <HR></BLOCKQUOTE> It can't really be ANY worse than the MILLIONS online that play, Quake or Doom or Myth or Age of Empires or Warcraft or Diablo (there's a BIG one) or Unreal Tournement or Marathon Infinity. Really we are small pototoes compared to those games in the MAJOR leagues! Fret not for the Phone companies they'll just charge more and make more profit. -tom w Link to comment Share on other sites More sharing options...
jshandorf Posted November 3, 2000 Share Posted November 3, 2000 Wow, How did I miss this for so long?? This sounds great! I think so far a lot of people have made a bunch of suggestions that sound really good. I especially like the one where you can put time limits of over 10 minutes. That I can see happening in a very large game. Has anyone tried to play a 5000 point game?? Good lord! I couldn't imagine being able to get all my orders done in 10 minutes let alone 20. Being able to set it to a range from 1 to 99 would be great I think. Also the audible cue for when you can play your movie is good idea. Ahhhh.. finally my roomie and I can play CM uninterrupted. Jeff Link to comment Share on other sites More sharing options...
Biff Posted November 3, 2000 Share Posted November 3, 2000 <BLOCKQUOTE>quote:</font><HR>Originally posted by Lee: I would also like to voice my strong support for longer time limit options. If I'm in a large battle with an opponent, it can easily take me 10 minutes to just watch all the different fire fights that are going on all over the battlefield, so I know what is going on. I would like to see either a timer where the players can pick whatever time limit they want (0-99) or at least a lot more options than were listed above. 15, 20, 25, and 30 minute options at least, it can be left to the players' judgement to pick the time that best suits the current battle and their individual tastes. <HR></BLOCKQUOTE> I vote for a user configurable time limit as suggested above. Link to comment Share on other sites More sharing options...
Jaws Posted November 3, 2000 Share Posted November 3, 2000 Ok, never thought that only a few messages had such an impact. Thank for keeping your promise. Not all of the firms do. Link to comment Share on other sites More sharing options...
MichaelU Posted November 3, 2000 Share Posted November 3, 2000 Man, now I have to order another copy of CM. Link to comment Share on other sites More sharing options...
Major Posted November 3, 2000 Share Posted November 3, 2000 Yepee! Only two weeks to cm-X-mas Link to comment Share on other sites More sharing options...
Guest Big Time Software Posted November 3, 2000 Share Posted November 3, 2000 <BLOCKQUOTE>quote:</font><HR>Can I safely assume that if two players finish their orders phase under the time limit, that action will start immediately? No reason to wait the full 10, 15 or 20 minutes if both players are ready to go.<HR></BLOCKQUOTE> Yes, you can VERY safely assume this. We would be friggin idiots if we didn't make it work this way There will not be a variable timer. However, we are going to add a few more timer options in 5 minute chunks. Probably up to 30 minutes. Once you select the timer option it is set for the rest of the game. Sorry, but this is not going to change. People will get a feel for how long they should set the timer for after playing for a while. At the moment there is no sound when the other player finishes his turn. However, very noticable text appears at the top of the screen, and stays there, telling the player that the other person is done. I will suggest to Charles that he put in a sound though, as this is a good idea. Steve Link to comment Share on other sites More sharing options...
Kingfish Posted November 3, 2000 Share Posted November 3, 2000 <BLOCKQUOTE>quote:</font><HR>Once you select the timer option it is set for the rest of the game. Sorry, but this is not going to change. People will get a feel for how long they should set the timer for after playing for a while<HR></BLOCKQUOTE> Thank you for the quick reply ------------------ ...This is Romeo-Foxtrot, shall we dance?... Link to comment Share on other sites More sharing options...
aka_tom_w Posted November 3, 2000 Share Posted November 3, 2000 <BLOCKQUOTE>quote:</font><HR>Originally posted by Big Time Software: Yes, you can VERY safely assume this. We would be friggin idiots if we didn't make it work this way There will not be a variable timer. However, we are going to add a few more timer options in 5 minute chunks. Probably up to 30 minutes. Once you select the timer option it is set for the rest of the game. Sorry, but this is not going to change. People will get a feel for how long they should set the timer for after playing for a while. At the moment there is no sound when the other player finishes his turn. However, very noticable text appears at the top of the screen, and stays there, telling the player that the other person is done. I will suggest to Charles that he put in a sound though, as this is a good idea. Steve<HR></BLOCKQUOTE> Well that was an entertaining Post Thanks Steve This line really cracked me up: "Yes, you can VERY safely assume this. We would be friggin idiots if we didn't make it work this way " Fair enough! Thanks for the very prompt reply. -tom w Link to comment Share on other sites More sharing options...
Guest rune Posted November 3, 2000 Share Posted November 3, 2000 Sound cues? I vote we have madmatt record himself yelling "Get you ^#$# over here soldier and take your turn." as the voice cue. Rune Link to comment Share on other sites More sharing options...
Hakko Ichiu Posted November 3, 2000 Share Posted November 3, 2000 Good stuff. Request the following: -- Time limits out to 30 minutes -- Pause feature -- Rune's idea for a sound notification, although hamsters should be in there somewhere. I love you guys. I mean it, I really love you guys. Hey, where's everybody going? ------------------ Ethan ----------- "We forbid any course that says we restrict free speech." -- Dr. Kathleen Dixon, Director of Women's Studies, Bowling Green State University Link to comment Share on other sites More sharing options...
Gadget Posted November 3, 2000 Share Posted November 3, 2000 Great news, Steve. I look forward to the update. And I have to second the idea of using MadMatt for the sound bite. Link to comment Share on other sites More sharing options...
Cuchulainn Posted November 3, 2000 Share Posted November 3, 2000 First of all, many, many thanks for your continuing ability to amaze through your dilligence, attention to what players want, and sheer creative genius! Now that's off my mind, may I ask about something that I can find no reference to thus far. I would imagine that over the course of many games with many players, there will be a requirement to pause games played on TCP/IP due to external interruptions at one end or the other (telephone calls, pee breaks, women demanding attention, etc). Is there to be any way to pause/save by mutual agreement, to pick things up later on, either in ten minutes, or perhaps the next evening? ------------------ I said ... Put the bunny down! [This message has been edited by Cuchulainn (edited 11-03-2000).] Link to comment Share on other sites More sharing options...
Pvt. Ryan Posted November 3, 2000 Share Posted November 3, 2000 The sound cue can be whatever anyone wants it to be because I am sure it will be a wav file that we can edit as we want. I use the "Incoming!" wav file from CC1 as my e-mail notification, but I will probably switch it to the incoming CM turn notification, assuming there is one. Link to comment Share on other sites More sharing options...
Tiger Posted November 3, 2000 Share Posted November 3, 2000 "Oh darn I'm losing....oops! I lost connection.... Will there be a way to save tcp/ip games in progress? -johnski Link to comment Share on other sites More sharing options...
Jackson Posted November 3, 2000 Share Posted November 3, 2000 Can I safely assume that I'm a friggin idiot? Don't answer that! I think a good sound cue would be the drum rolls used for the splash screen. Link to comment Share on other sites More sharing options...
jshandorf Posted November 4, 2000 Share Posted November 4, 2000 <BLOCKQUOTE>quote:</font><HR>Originally posted by Jackson: Can I safely assume that I'm a friggin idiot? Don't answer that! I think a good sound cue would be the drum rolls used for the splash screen.<HR></BLOCKQUOTE> Yeah.... I was thinking the same thing. Jeff Link to comment Share on other sites More sharing options...
Guest Madmatt Posted November 4, 2000 Share Posted November 4, 2000 There is a cool little Squawk sound that plays when anyone throws out a chat message in the game. The cool thing about all this is that if Charles adds another sound to indicate both players are done it WILL be a normal (modable!) wave file which we could make into anything we want! So yeah, Rune is right, it COULD be me yelling to get your butt back and play, if you want it to be.. Tiger, if one person loses connection it tells you this and you can pick up from where you left off using using a newly created autosave file. It also tells you this too. Madmatt [This message has been edited by Madmatt (edited 11-03-2000).] Link to comment Share on other sites More sharing options...
Guest Big Time Software Posted November 4, 2000 Share Posted November 4, 2000 Timer settings will be increased to at leat 30 minutes. So in addition to the sub 10 minute options we will have 10, 15, 20, 25, and 30 minute timer options. The Pause thing... I think we do in fact need it. Hopefully this won't be hard to code. My suggestion is that both players must select Pause to envoke it, both to remove it. During the Pause time neither player will be able to do anything so as to not give some sort of advantage to the guy not running to get the beer Steve Link to comment Share on other sites More sharing options...
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