Nice.. several person-years worth of re-designing, coding from scratch, and debugging, all buried inside one little word..nijineko wrote:i think the only way to make it multi-player would be to recreate it as an mmo...



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Nice.. several person-years worth of re-designing, coding from scratch, and debugging, all buried inside one little word..nijineko wrote:i think the only way to make it multi-player would be to recreate it as an mmo...
And such an inconspicuous little word at that.Diziet Sma wrote:Nice.. several person-years worth of re-designing, coding from scratch, and debugging, all buried inside one little word..nijineko wrote:i think the only way to make it multi-player would be to recreate it as an mmo...![]()
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Well, there are two possible ways:nijineko wrote:i think the only way to make it multi-player would be to recreate it as an mmo
It's not the AI that would be the problem - it's the other compromises needed for an MMO-style game. As I said, Elite: Dangerous gives a good idea of what some of them are, if you watch its development.nijineko wrote:however, what i don't really understand, is how, with galaxies of hundred and thousands of starships, swapping out the computer ai for a human ai on a few of them somehow makes it "not oolite"?
And dealing with all the related security issues that opens up, to say nothing of all the cheat-prevention measures that will be required.. two HUGE cans of worms..cim wrote:As I said, none of these are really a problem for the "primary-secondary" multiplayer mode, which is "simply" a matter of writing the server and networking programs, and an OXP to interface between those programs and Oolite.
Security is just part of the programming. I think the cheat-prevention measure would be "don't play with people who cheat", as it has been in every non-MM form of competitive entertainment since before computers were invented - I don't think anything else is practical in open-source games.Diziet Sma wrote:And dealing with all the related security issues that opens up, to say nothing of all the cheat-prevention measures that will be required.. two HUGE cans of worms..cim wrote:As I said, none of these are really a problem for the "primary-secondary" multiplayer mode, which is "simply" a matter of writing the server and networking programs, and an OXP to interface between those programs and Oolite.
Why would it have to be near instant? instant warp is player convenient and unrealistic. neither of which fit the spirit of the game. just leave the time factor in place. maybe, put in a time dilation factor 1ly=1minute or something. and adjust the contract times accordingly. they can see ghostly things to entertain them while waiting in warp. include an auto-pilot for those long travel times in normal space, and it gives off a loud warning and flashes the screen - maybe even let it send out a text message via internet connection when something happens like getting attacked. and for fittingtimes, allow the player to rent a ship (in-the-shop-insurance), allow them to have multiple ships, have station-based events, shuttles which can move your character to different places - such as the planet for trading and so forth, while you are waiting for your ship to be fitted. or you can even become a character advertising a transport!cim wrote:It's not the AI that would be the problem - it's the other compromises needed for an MMO-style game. As I said, Elite: Dangerous gives a good idea of what some of them are, if you watch its development.nijineko wrote:however, what i don't really understand, is how, with galaxies of hundred and thousands of starships, swapping out the computer ai for a human ai on a few of them somehow makes it "not oolite"?And so on. I'm not saying it wouldn't be a good game at the end of it - I expect I will get a lot of enjoyment out of Elite: Dangerous, after all - but it would be a very different game to Oolite.
- all time must be synchronised, so hyperspace jumps and equipment fitting must be near instant. This takes away a lot of "race against time" possibilities, the strategy of making several short jumps rather than a single long jump, a lot of the suspense in the contract market "do I have time to get my shields repaired?", etc.
- OXPs would have to be extremely tightly regulated for multiplayer - basically limited to purely visual changes: HUDs, textures, etc. and maybe not even that.
- The current "if you die, you just reload" set up would need highly controversial adjustment.
- Most of the current core missions would have to go. "The Naval Research Centre at Xeer has had a whole fleet of its prototype 'Constrictor' craft stolen in the fifth embarrassing break-in of this nature this year. Rumours that they are intentionally letting the ships be stolen to get cheap combat testing have been denied by the base commander."
As I said, none of these are really a problem for the "primary-secondary" multiplayer mode, which is "simply" a matter of writing the server and networking programs, and an OXP to interface between those programs and Oolite.
Regardless of how long or short you make jumps or ship outfitting take for the player, everybody in the whole game universe has to be running on the same clock. There has to be a single universal time frame for a multiplayer game, otherwise you'd have one player doing something in their version of "now", which is simultaneously in another player's past, and in a third player's future.nijineko wrote:Why would it have to be near instant? instant warp is player convenient and unrealistic. neither of which fit the spirit of the game. just leave the time factor in place. maybe, put in a time dilation factor 1ly=1minute or something. and adjust the contract times accordingly. they can see ghostly things to entertain them while waiting in warp. include an auto-pilot for those long travel times in normal space, and it gives off a loud warning and flashes the screen - maybe even let it send out a text message via internet connection when something happens like getting attacked. and for fittingtimes, allow the player to rent a ship (in-the-shop-insurance), allow them to have multiple ships, have station-based events, shuttles which can move your character to different places - such as the planet for trading and so forth, while you are waiting for your ship to be fitted. or you can even become a character advertising a transport!
No, you don't seem to be familiar with the network timing issues. If you were, you'd choose other words. Insta-jump is not "desired", it's an absolute and bleedingly obvious necessity. When you and I meet in Lave, our ship clocks have to show the same time. When we meet again in Zaonce two real-life hours later, our ship clocks still have to show the same time, or else we couldn't meet. They have to show the exact same time, although you jumped through ten different systems in the meantime, while I only made one single jump from Lave to Zaonce and then simply parked my ship right next to the witchpoint beacon. The only way to achieve that is to not have any game time passing during a jump.nijineko wrote:yeah, i'm familiar with the network timing issues. if insta-jump is what is desired
This made me realize that I'm actually missing some hints on how long the modifications will take when I'm purchasing equipment. The mechanics should be able to tell me (an estimation would suffice)! Should I fill a feature request for this?cim wrote:[*]all time must be synchronised, so hyperspace jumps and equipment fitting must be near instant. This takes away a lot of "race against time" possibilities, the strategy of making several short jumps rather than a single long jump, a lot of the suspense in the contract market "do I have time to get my shields repaired?", etc.
Hmm, from reading the posts I've got the feeling that there is a misunderstanding here? As I understand nijineko, he never said something about using different time factors or anything like that, but only that instead of making witchspace jumps instant in order to keep a consistent global time one could make them more interactive, so that if the jump takes 10 minutes the player has something to do (like evade some anomalies or so)...?Commander McLane wrote:Why do we have to discuss this over and over again?![]()
No, you don't seem to be familiar with the network timing issues. If you were, you'd choose other words.nijineko wrote:yeah, i'm familiar with the network timing issues. if insta-jump is what is desired
we discuss it because it is doable, but not by us. i'm not a good enough coder to tackle something that broad. but i do know enough about coding to comment on it with understanding.Commander McLane wrote:Why do we have to discuss this over and over again?![]()
No, you don't seem to be familiar with the network timing issues. If you were, you'd choose other words. Insta-jump is not "desired", it's an absolute and bleedingly obvious necessity. When you and I meet in Lave, our ship clocks have to show the same time. When we meet again in Zaonce two real-life hours later, our ship clocks still have to show the same time, or else we couldn't meet. They have to show the exact same time, although you jumped through ten different systems in the meantime, while I only made one single jump from Lave to Zaonce and then simply parked my ship right next to the witchpoint beacon. The only way to achieve that is to not have any game time passing during a jump.nijineko wrote:yeah, i'm familiar with the network timing issues. if insta-jump is what is desired
If you don't believe any of that, please, by all means, go ahead and write a multiplayer version of Oolite. But write it, and don't rant about it. Ranting about something that nobody has any intention of doing is absolutely pointless and a waste of time, forum space, and resources.
The rule is actually pretty simple: 5 minutes, plus 10 seconds per credit.GGShinobi wrote:This made me realize that I'm actually missing some hints on how long the modifications will take when I'm purchasing equipment. The mechanics should be able to tell me (an estimation would suffice)! Should I fill a feature request for this?![]()
It significantly changes those timings, though. At the moment, a witchspace jump, depending on range, can take between a couple of hours and a couple of days. Repairs and equipment fitting likewise can take five minutes to five days, depending on what you're buying. You can save literally weeks of in-game time on a long-ish trip by choosing an optimal route and avoiding repairs. The time you spend going from witchpoint to station or sun to refuel is a tiny fraction of the clock time passed: you spend perhaps 99% of your game time either not existing in the physical universe or otherwise skipping the boring bits.nijineko wrote:if insta-jump is what is desired, then adjust the transport and cargo times accordingly.