They are entirely arbitrary and can be gotten rid of with a deft application of pressing 'dd' a few times in Vim.Draconic74 wrote:I have one question only (for now). has anybody thought about time differences?
Multiplayer: Dog-Fight and MMOPG
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Sorry it's been a while since I last posted but projects over ran slightly and I needed a bit of downtime
Anyway...
Anyway...
From myself in another thread...I have one question only (for now). has anybody thought about time differences? I havent been able to read this entire discussion, but i think nobody has mentioned that it takes time to get from point A to point B. however, this applies only to witchspace jumps. in oolite it auto-adjusts, but what would happen on an internet version. 90 LY jumps would take hours, but what about Galactic jumps? nobody wants to have to stop playing for 2 weeks just to get to Galaxy 2.
We're looking at switching all time critical game elements from the current abstracted time system to a realtime system. Instead of 18 days to traverse the galaxy on a passenger run you'll have a finite amount of realtime. Jumps will still take time, but they'll take realtime not simulated weeks. So you could end up with a mission time limit of 15 minutes instead of weeks. All we're doing is changing the reference point not the concept of urgency.Of course this is not canonical but we're working on maintaining a fun game not a mathmatically accurate simulation. With this in mind galactic jumps can be assigned an abitrary time duration that seems consitant with the rest of the model. I can't tell you what that is because we're nowhere near that point in the project yet, but it's a pretty fair bet that we'd be considering tens of seconds instead of weeks.We want to keep the depth of the current gameplay, this may mean slight variations to the timing system, especially for things like passanger runs and witchspace jumps. I don't think trivialising things like new ships and upgrades will make too much difference to game balance, and I'm pretty sure a few ships trading goods wouldn't effect the entire economy of a world. The key emphasis would be gameplay, canonical arguments will no doubt arise but provided we keep things consistent and realtime I think we can reach a workable solution to most problems.
Spooky
www.int13h.com
Evil Genius
The most merciful thing in all the world is the inability of the human mind to correlate all of its contents.
www.int13h.com
Evil Genius
The most merciful thing in all the world is the inability of the human mind to correlate all of its contents.
Multiplayer oolite would be hughe evolution in elite games. Implementing such feature would need great resources, servers, etc... I have idea how to start whole thing. There should be one planet in universe, which would be reachable from all galaxies. And it might be called Online So, when someone wanted to witchspace to Online, he must have internet connection available, and there we all could meet eachother This might be first oolite evolution step to mmoolite Maybe only one server could maintain this scenario?
Cheers!
Cheers!
So long as you are using the latest 'folding space' technology for your hyperdrive system, arrival should be near instantaneous!Draconic74 wrote:I have one question only (for now). has anybody thought about time differences? I havent been able to read this entire discussion, but i think nobody has mentioned that it takes time to get from point A to point B. however, this applies only to witchspace jumps. in oolite it auto-adjusts, but what would happen on an internet version. 90 LY jumps would take hours, but what about Galactic jumps? nobody wants to have to stop playing for 2 weeks just to get to Galaxy 2.