office multiplayer server (lost forever)

Post here to arrange or discuss multiplayer games. Remember when planning a game to state the time the lobby will be open, the time the game will start and the time zone you are in and if you are going to play through Gamespy or direct IP address.

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danceswithfools
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office multiplayer server (lost forever)

#1 Post by danceswithfools » May 17 2007

Im working from home have had supreme 2010 running in the background while i work constantly for the last week. So if any1 is interested I will try to keep a game server running constantly at slow speed .


The AI will be set to passive and players who are at war will have to sign a cease fire treaty when someone has to log off.

The last person to leave puts the game on stop.

I dont know how well this will work or if any1 will turn up ,but Im gonna leave a game hosted for the next few days

the IP is : 82.44.103.56

(be hosting a small map to start with)
Last edited by danceswithfools on May 17 2007, edited 1 time in total.

red
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#2 Post by red » May 17 2007

This game can't run persistently, each game is unique and has only whoever joins before it starts, then the server restarts.

danceswithfools
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#3 Post by danceswithfools » May 17 2007

:o the horror.....

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Lightbringer
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#4 Post by Lightbringer » May 18 2007

Aye, DWF... I have been nursing a secret wish for a multi-player constant running version of this game for a long while. The Goats have brought up enough inherent problems to dampen my enthusiasm for now though.

I don't know if you have ever played any mmorpg's, but just thinking of some of the morons and goofy kids one meets in those environments playing a country and ruining the entire world map is enough to make me cringe.

If some way to start up a game with several players, and come and go as you please with the AI handling restricted basics while you were absent could be worked out, it might bridge the gap. Just leave it running at slow speed.
"Socialism is a philosophy of failure, the creed of ignorance, and the gospel of envy, its inherent virtue is the equal sharing of misery.” -Winston Churchill

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Legend
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#5 Post by Legend » May 18 2007

Anyone played CIV IV where you can join a MP game already started. I dare say that I did not like this one bit.

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Lightbringer
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#6 Post by Lightbringer » May 18 2007

Anyone played CIV IV where you can join a MP game already started. I dare say that I did not like this one bit.
Yes, the shortcomings of Civ-IV have been hashed and re-hashed. My thoughts were more along the lines of restricted time-frames for joining a starting game, with no new players allowed after a certain point. Also disallow people jumping from region to region. The main goal is to enable a multi-player game to stretch out into something more than a three or four hour blitzkrieg contest, not to allow wallowing masses of trolls access to multi-player SR2010/20. So you start with a set of players, and this finite group has the ability to log in or out from the region they picked to start the scenario (but only that region). The AI does basic chores during a human absence, I suppose the extent would be decided by each player. Run the whole thing in half speed so a player doesn't have to log in every two hours or miss the entire game.

I know there are issues galore with this whole concept, I'm just brainstorming.
"Socialism is a philosophy of failure, the creed of ignorance, and the gospel of envy, its inherent virtue is the equal sharing of misery.” -Winston Churchill

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Feltan
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#7 Post by Feltan » May 18 2007

A persistent game, with the right concepts behind it, would be simply wonderful.

- Each region has one human player. The AI fills in during absences.
- Human players can resign, or be killed off in an AI coup if they don't log in within, say, 120 hours real time.
- The AI runs unassigned regions.
- No new players after game start. Last human standing wins.
- Players can log in anytime 24/7.
- Game runs at slow speed continously, no pausing.
- A few minor modificaitons would be needed: like diplo offers good for 24 hours real-time and disable AI response to diplo offer for human player.
- Regions assigned randomly with a flat fee to play (or sold to highest bidder?) to defray cost of server and admin's time. Not kidding on this one: I'd gladly pay $20 for a persistant WWIII multiplayer game if it ran at least a couple of weeks. That would be $600+ in revenue if you fill the slots -- and you could easily run multiple games on a moderately beefy server.
- Pimply faced teenage mutant xtreme elite hacker types would, via admin control, be nuked without mercy and the WM news broadcast would taunt them. (OK, maybe this last one is just pure wishful thinking on my part. :lol: )

Regards,
Feltan

red
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#8 Post by red » May 18 2007

To compromise between a persistent server and what we have now, what I've always wanted to see is a non-real time matchmaker. It's really very obvious: put up a calendar in hours where people can mark "I can play MTW 16-18hrs" and "I'm good for total score or economic victory conditions". I don't know why I don't see that in any strategy games, it's so simple. Dev time? I think it'd pay off, if MP helps sustain interest. I mean, organizing multi in real-time when you have such a small community is like a few people sailing around the ocean hoping to meet up. Just no chance--something integrated into the game would be nice.

danceswithfools
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#9 Post by danceswithfools » May 19 2007

Feltan wrote: - Pimply faced teenage mutant xtreme elite hacker types would, via admin control, be nuked without mercy and the WM news broadcast would taunt them. (OK, maybe this last one is just pure wishful thinking on my part. :lol: )

Feltan
that was pretty damn funny :-)

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Lightbringer
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#10 Post by Lightbringer » May 19 2007

I second Feltan's point about the money aspect. I would have no hesitation plunking down a monthly fee to have access to "persistent" MP games of this.
"Socialism is a philosophy of failure, the creed of ignorance, and the gospel of envy, its inherent virtue is the equal sharing of misery.” -Winston Churchill

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