This is also a good idea, but there should be an indication to show that fact (AI is playing) to other players.ack2000 wrote:or you could have a basic AI take control and user better pray it wins the fight.
Ponitac
Yes, I know, same vision here all along. When in my examples I used the arbitray figure of 25 ships, that's what I meant might be the maximum 'per theater', meaning, involved in each battle, plus plasma shots in flight, plus missiles, plus mines. But, in any case, if klauss is right and there's a way within current bandwidth that everybody can broadcast their status, then, by all means this should be doable.mikeeusa wrote:"Each client only need interact and communicate with those clients that it has a direct interaction with. The vision i have (for i accept it is a little far out at the moment) is a system where the game universe is partitioned with groups of clients dynamically creating sub-clusters as required. On another layer (ie trade), the client is part of a larger cluster where the data requirements are less time critical. At the top most layer, login, chat channels, missions and story lines and other coordination which require minimal processing could be maintained on community run servers."
I totally agree. The A.I. should be smart enough to speed away, use evasive maneuvers, drop flares and chaff for missiles, even to turn on the rear turret in free shoot mode, and avoid crashing on asteroids; but no more.smbarbour wrote:I don't think the AI should continue fighting. The AI should just high-tail it to the nearest friendly base or planet. If the ship has turrets, it should defend as it flies, but the AI's main concern should be the survival of the player's character.
Long before it gets destroyed, you'd get a cell phone call..Here's another issue to chew on:
If I have docked at a base and am not online, what should happen to my character and ship if the base is destroyed?
There's also Camp C which I shamefully now forget who came up with it, and a very good idea, though I remain in B:smbarbour wrote:Camp A) We have Duality's "Deathmatch death count" where you respawn with a death on your record.
Camp B) We have chuck_starchaser's "One Life to Live" (sorry, it was appropriate) where if you die, you start over as a new pilot.
We can rebuild him. We have the technology. But we don't want to spend a lot of money.
No offense to the designer, but we already have that. It's called the Dodo.ack2000 wrote:And I could make the cheapest piece of garbage can you can fly to get started.
But, precisely because such game imbalances, oversights or bugs would be so frustrating, we'd get tons more bug reports, --a flood--, and would force VS to become a much better game. Hardcore foments seriousness, both on the part of players and on the part of developers. Easy deaths should not happen. And if at the beginning you are careless flying through asteroids and you die, in the new game you won't be.duality wrote:There can be a lot of fusteration of dying and starting all over again. I have experienced this in other massivly online multiplayer games. What if in an online game you were to make a stupid mastake by ramming into a black astroid and then you have to start all over again? I would not want to go through the fusteration for that.
Gamewise, correct, but playwise a new player would lose interest in the game quickly if the player was not able to achieve something for the effort. Personally, I'd get p****d with a game quickly if some online idiot (particularly if I noticed it was the same one), kept killing me before I could get into the game. It would be no reflection on the game, just the MP community, but by association I'd never play the game again.chuck_starchaser wrote:Okay, first of all, a new player has not too much to lose having to restart the game.
Most wouldn't, and would actually help for the reasons you mentioned. But, you get the bad apples here and there. For some, player killing IS the be all and end all of the game, and they get their thrills from killing newbies.chuck_starchaser wrote: Number two:
Why would this senior player attack the new player?... In a serious game, there's no incentive to being a pain for the hell of it.