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[Feature, re-Request] --- Game needs timers for competitve play


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  • 2 months later...
FROM HC's INTERVIEW AT FILEFRONT:Q: With six people able to play at once over TCP/IP, will games finish in a reasonable time?

HC: This of course all depends on one's definition of reasonable ;) but there will be a few options available to speed things up for multiplayer games. A TCP/IP timer will be an option to limit the amount of time a player has per turn as well as the ability to assign TCP/IP members to the AI. Don't have anyone to play France? No problems, just give it to the AI.

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No problems, just give it to the AI.
Besides already recognizing user requests for things like timers (yes!) and bid systems, Hubert is committed to implementing as many neat features as possible. This idea of being able to set up MP games between 2-6 players, with some or most being able to be set to the AI, should be very interesting in practice.

For instance, instead of playing a single Allied AI, how much different might it be to have separate AI players for UK, France, USA and USSR? Allies could be set to being cooperative or non-cooperative. This may all be possible in SC2. Will gameplay be better, worse, or just different? We'll just all have to find out one of these days. :cool:

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"For instance, instead of playing a single Allied AI, how much different might it be to have separate AI players for UK, France, USA and USSR? Allies could be set to being cooperative or non-cooperative. This may all be possible in SC2. Will gameplay be better, worse, or just different?"

It all depends on the AI. But for me it sounds great. I would really like to play a game vs the AI as the US/UK and let the AI handle Russia or play as Russia and let the AI handle the US/UK.

Ideally the game has to allow for a limited amount of interaction with your AI allies - perhaps via a diplomacy screen.

Idea 1: Option for Allies to share Views of their map or not. What if the US/UK player could not see what the Russian player can see. He can see the advance of Axis controlled tiles but not the units that the Russian player can see; Axis and Russian. Thus he does not know how many Axis air are committed against Russia and thus not available for the Western front. A devious Russian player might agree to give his allies access to his intelligence or not, perhaps in exchange for MPPs via lend lease or he might provide false information to his Allies - Ah, I am being blasted by 7 axis airfleets and the Allies believing him launch their invasion of France, too soon. A hard charging US AI player might not send any aid to Russia unless the Human Russia player agrees to share intelligence.

[ December 20, 2004, 11:59 AM: Message edited by: Edwin P. ]

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