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Inverse Icarus
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flying too low to the ground
May 2001 time: 00:15
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ok, we all know about the lack of MP upon shipping, and we know Firaxis' silence on the "will it cost money" issue, and no one is more pissed off than me (possibly yin).
but lets be positive and offer suggestions like we did in the past.
please only offer suggestions. do not curse firaxis or rant about the multiplayer issue. be positive and maybe, just maybe, Dan or Soren will grace us with acknowledgement.
i recommend that the host of a game has a set of administrative options to use during the game, not CHEATS, but options, like force time change, etc. I'd even say that maybe "boot/ban player" could be a viable option. in a few zone games i've played some people were notorious for cheating, and whenever they joined a game essentially died.
also, i heard a rumor you were planning for allies to move on the same turn. i love this idea and feel it should be implimented. but how would it work if the alliance was broken mid-turn?
i am also concerned with a medium for civ3 games. will there be something similiar to Battle.net? or to the zone? will TCP/IP still be supported normally?
thanking you in advance and pointing out how i didnt bitch once in this thread. 
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dainbramaged13
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Dumbass
Mar 2000 time: 00:15
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actually i hope they are working on more art as well
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Crouchback
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quote: Originally posted by TechWins
How many people would be interested in an expansion like this for $30 (US)?
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Too rich for my blood, but then so would $10. Frankly I'll walk away from any MP solution that costs extra, which means Civ3 will only last as long as the AI. I'd give it eighteen months to two years at best.
I'll only buy and expansion pack if it has new scenarios, maps and original game features. Eg. Alien Crossfire.
David
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d4rkl0rd
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Los Angeles
Sep 2001 time: 21:15
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Thanks for the thread. Let's make the best out of a disappointing situation.
My suggestion is that there be a simple mechanism for handicapping the various teams. Too often, I find I don't want to play multiplayer with people who are willing to play me because I know I will slaughter them.
There are several types of handicaps I can think of, both positive and negative:
1. The weaker player(s) can start with bonuses, such as units, knowledges, and cities (a la the "accelerated start" in Civ II).
2. The weaker player(s) can get ongoing bonuses like 2x/2x from Civ II (alright, that's a *big* bonus )
3. The stronger player can have more difficult hapiness issues (i.e. face deity-level city unhappiness, where the weaker faces prince-level)
4. The stronger player can get worse goody-huts/vetern probabilities, etc.
I could go on and on, you get the picture. But my opponent-list would be much greater if this were in. 
Oh, and P.S. Huge thumbs up for the 2 on 2 teams idea - that sounds like a blast! 
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dainbramaged13
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Dumbass
Mar 2000 time: 00:15
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Simultaneus turns you can turn it off or on
Ability to save and play again with the same people or different people.
Ability to switch players in game.
Ability to switch from AI to Player and back so people dont have to cut out such a huge chunk of time, and can just play for a few hours or less. (this should be optional if possible)
Timed turns (time increases due to world size, time in game, AI level, and Total Bordered Land) - gives smaller empires the edge to balance the game as well as the obvious reason for doing it which is that it saves time (of course this is only optional)
MOST IMPORTANT - CENTRAL SERVER ala BATTLENET.
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tniem
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Hope College
Apr 2000 time: 00:15
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I am mainly a PBEM MP guy. It is the only way to make it work for the schedule that I keep. So the suggestions I have are to make PBEM more enjoyable and more effective.
1. Central site. Give us a place to put our names on a list for potential games. Sure Apolyton and others will do it, but having the central server would help the amount of games going on and lead to some other features.
2. Automated send and download. The central server should be used to store games. When you load your copy of Civ3, the game automatically checks to see if any new turns are waiting for you. The game then downloads, you play, and it automatically uploads to the server. Painless to allow games to continue fairly fast.
3. Time Limits before AI plays turn. Using a central server, a time limit can be placed, say a day or 36 hours for a turn to be played. If it is exceeded the next player get't to play his turn after the AI plays the turn for the person who lost his time.
4. LAN Start. Since the early game is the longest, with many turns dedicated to exploration and founding a city, it takes a short amount of time when playing together but a long time through email. A great solution would be to allow the game's first 20 turns to be played in a LAN or Internet game of simultaneous turns or whatever is used before switching to PBEM style game for the remainder of the game.
Well there are a few of my ideas for PBEM MP. Hopefully Firaxis does have some interesting ideas for the genre. Time will tell.
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