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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-The List of Ideas for Firaxis - Archive > EC3 Fix #3 - MULTIPLAYER SUPPORT
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raingoon is offline raingoon
Prince
Los Angeles
Aug 1999
time: 21:14
Post  Old Post 16-02-2000 13:43
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EC3 Fix #3 - MULTIPLAYER SUPPORT Support Apolyton, pre-order Civilization IV

"Multiplayer support from the ground up (from the code, to the features, to a site just for this purpose)."

Yin26

Empress is offline Empress
The Empress
cause mingy loves me
Apr 2000
time: 23:14
Post  Old Post 17-02-2000 19:59
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Help yourself to an AD-FREE life

I say the faster you can make the game with multiplayer the better. Personally I only play multiplayer games and the reason I don't play SMAC anymore is b/c it is too slow multiplayer. Any thing you can do to smooth out the game and make it faster multiplayer gets a "thumbs up" from me!

Seeker is offline Seeker
Emperor
London Ontario
Jan 1970
time: 00:14
Post  Old Post 18-02-2000 04:57 Visit Seeker's homepage!
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Lessen lag by having a few large battle.net like servers constantly hosting games.

Tilemacho is offline Tilemacho
Prince
Heraklion, Crete , Greece
Nov 1999
time: 05:14
Post  Old Post 18-02-2000 14:01 Visit Tilemacho's homepage!
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Multiplayer is more than MUST.
Also PBEM is very important since you have a lot of time to plan your movements, thas the depth of the game is greatly increased

ChrisShaffer is offline ChrisShaffer
Prince
Iowa City, Iowa, United States of America
Aug 1999
time: 23:14
Post  Old Post 23-02-2000 08:52 Visit ChrisShaffer's homepage!
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This idea is closely related to EC3 New Idea #15 - Simultaneous turns of play.

This should be #1 on the Essential List.

Asynchronous multiplayer - players submit orders to a server which adjudicates on a schedule, with the AI taking turns for players who do not submit orders - would be a great boon for multiplayer Civilization.

Few players actually have the time to play a game via direct-connect, it's hard to match up schedules with your opponents, and it feels rushed. PBEM allows the time to micromanage where desired, yet suffers severely from lag time between turns. Asynchronous multiplayer would solve both of these problems.

Finding server space to host games is trivial these days. One person could easily host several hundred games with little impact on their network connection provided the design was optimized to reduce the size of the files transmitted.

This model has been used with great success in many games such as Galaxy and VGA Planets.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:14
Post  Old Post 28-02-2000 15:13
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Lose 30 kilos (of popups)

Yin26

first can you define what the problem is? is it a significant problem? how does your ideas fix that problem specifically? does your fix effect any other areas of the game? if it does effect another area does it upset game balance in those other areas? is there a simpler way to fix the problem? does your idea hurt gameplay? why out of all of the ideas does your fix belong on this list?

if civ3 does have great multiplayer it will last far longer than if it has only adequate multiplayer...look at starcraft, it is still going strong because of multiplayer, this is one of the biggest ideas, i think that SMAC had major flaws in it's IP and Lan game structure, and its PBEM could have used alot of tweaking

yin26 is offline yin26
Emperor
This space reserved for Darkstar.
Apr 1999
time: 14:14
Post  Old Post 28-02-2000 19:08
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Well, I'm not exactly a PBEM or LAN expert, but the system for passing on the the saved turn to the next player in SMAC was simply horrible. Add to this the fact that a person often wants to play more than one PBEM game at a time, and you have a true nightmare.

So, for one example, PBEM turns should be handled via a system that automatically zips and sends the file to the next player (the next time you are on-line). This alone would make life much nicer.

On top of that, I understand that a game can be coded in such a way that it is LAN/on-line friendly.

And then there is the fact that we'll need a good place to meet to play on-line games. Hopefully Firaxis has given some time to dedicated server space for such a use, including rated play, ladder play, etc. Though the MS Zone has lots of problems, it's certainly better than nothing. I hear BattleNet is great, too.

The long and short of it is this: Making multiplayer an intregal part of the game = more fans and an even greater longevity.

yin26 is offline yin26
Emperor
This space reserved for Darkstar.
Apr 1999
time: 14:14
Post  Old Post 07-03-2000 12:42
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FINAL DRAFT

Multiplayer support for Civ2 was greatly welcomed by fans. Civ3 should reflect the even greater importance multiplayer support could play in its success. Along those lines:


  • Allow for simultaneous turns. Not only will this speed up MP games, but it lends tremendous strategic possibilities and surprises.
  • PBEM turns should be automatically zipped and sent to the next player. There should also be a way to handle running several PBEM games at once without confusing which turn is being played in which game.
  • Hotseat and LAN support.
  • A host site similar to The Zone or BattleNet should be in place and well-tested before the game releases. And like the Zone, rated and ladder play should be offered along with "friendly" and theme rooms.
  • Finally, the game should be written from the start in such a way that game information can be efficiently sent between computers.

yin26 is offline yin26
Emperor
This space reserved for Darkstar.
Apr 1999
time: 14:14
Post  Old Post 09-03-2000 03:13
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Chris Shaffer over in the Simultaneous Turns of Play thread gave me permission to use the draft they wrote. This does an excellent job of explaining how cool the idea is:

Final Consensus Draft

by Adm.Naismith (aka mcostant) and ChrisShaffer

EC3 New Idea #15: Simultaneous Turns of Play

The Problem


  • The current turn-based model uses an unrealistic sequence, where a player can move units, attack a defender, and repeat. The defender can't properly react (reinforce, counterattack, etc.). All war declarations have a "Pearl Harbor" feeling, with significant advantages for attackers.
  • Multiplayer is too difficult.


Abstract


  • All players (human and AI) receive a turn report, which can be reviewed and replayed as desired.
  • All players create a set of potential orders for units, cities, and diplomacy.
  • All players submit orders.
  • All orders are adjudicated (on schedule or when all players have submitted orders). Conflicting orders are decided using a rule-based priority system.
  • Game generates turn reports.
  • Repeat.


Advantages


  • More realistic combat model. Forces players to consider both offence and defence. Eliminates the problem of "rolling attacks" where the defender has little or no opportunity to react. First strike nuclear attacks more difficult.
  • Practical multiplayer options. In direct-connect mode, simultaneous orders creation saves considerable time. Eliminates the lag problems inherent in PBEM, as games could be hosted on web or email servers with set turn schedules. Players could receive turn reports, create orders, and submit them to the server for the next adjudication. The AI could create orders for players who do not meet the deadline. Eliminates most opportunities for cheating in multiplayer.
  • Increased realism and excitement. In the real world, everyone acts at the same time, they don't wait until their turn. More tension in the rush to achieve objectives such as wonder building.


Needed to implement this proposal


  • Development of a priority mechanism to settle conflicting orders, such as movement, resource allocation by competing cities, etc.
  • Turn reports combining animation and text that allow detailed review of events. "Replay" of any portion of the turn report as desired by players.
  • Options for reactive movement and combat. Multiple defensive and offensive postures for units. Method of determining whether a unit is attacking, defending, or both. For example, a unit could be ordered to "attack and hold," "charge," "attack and advance," "counterattack if attacked," and so forth.


Conclusion


  • Simultaneous turns of play is more like a strategic level of command, where you make decisions and orders about the general plan, and then things happen according to your overall plan before you (the main commander) can change your mind.

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