Smivs wrote:Commander McLane wrote:the result isn't going to be very much like Oolite anymore. It's going to be a different game, but not "Oolite Multiplayer".
I think this is the key point really, and sadly for some reason it does seem difficult for some people to really understand this.
The changes that would
have to be made to Oolite to make a multiplayer would so radically alter the game it would no longer be Oolite. And I don't mean just a little bit or in some small areas. The necessary changes would be so fundamental and so profound that the whole game would change dramatically.
Which is why (so far) anybody who might have come along who loves Oolite, likes MMOs and has the skills and talents to actually do this (rather than just talk about it), hasn't done it. Because they realise that it simply can't be done in the sense that making a multiplayer out of Oolite would result in something that is nothing like Oolite at the end.
The things that might work, like limiting everybody to one system and therefore keeping everybody in the same time-line, just aren't worth the effort, and even that wouldn't be Oolite, would it?
i guess i win the can't-see-the-forest-for-the-trees prize. if it is not too much trouble, please enumerate the changes for me, cause i REALLY don't see what you are talking about. all the changes people have talked about so far are things i can either shoot down and prove potentially wrong, or are comments so vague that the commenter either can't or won't define them. so far, it seems like were reaching a point of network sync = adjust some times = adjust strategy slightly vs adjust strategy slightly = magically completely different game... which latter concept i see as completely ludicrous.
right now we are jumping ahead in time... an artifact that is only possible because it is single player. it is completely unrealistic, and it may not be out of place to mention, in a game that makes you wait out the trip between witchpoint and planet/station, ITSELF violates the spirit of the elite games. right now it is easy to fail cargo and passenger missions BECAUSE we jump ahead magically to the adjusted time. if the configuration of ships outside a station or witchpoint changed significantly as a result of jumping ahead, if it calculated in a data sense where those ships would all be by said time, then i don't think i would mind. but it does not appear to (i may be wrong about that, please correct me if so), which is another point of violating the spirit of elite.
and perhaps that is the problem. i see removing these magical jumps in time and space and filling them in with content (interesting or boring) as supporting of and bringing back the true spirit of elite. after all, crawling across space is not exactly fun at times. interestingly, moving out of the space lane and going hyper until mass-locked doesn't bother me. likewise, while waiting for a repair, one's character could "go to sleep" and that wouldn't bother me either. in fact, i would see it as ADDING an element to the existing strategy, rather than taking anything away.
but anyhow, i've seen some valid counter points, and i fear i'm going to irk people more than i've already done if i continue, so perhaps i should stop here.
my sincere apologies for any and all irking i've caused. i hope that i've managed to explain my viewpoint to where others can understand, even if they don't agree with me. =D