The 11 player multi-player game we've just started has caused me to start thinking about new multi-player modes of operation.
The big issue we have, is that (because we're spread all over the world and have different play times), the strictly ordered turn-by-turn mechanism of PBEM leads to inevitable delays and makes it hard to even get in a single turn per day.
So, I wanted to start a brain-storming thread to discuss ways the model could be changed to enable faster progress, while still allowing for the same geographic distribution of players.
What follows are suggestions only, to which tweaks, criticisms, and entirely alternate suggestions are extremely welcome - for now I just want to get as many ideas under discussion as possible. Something concrete may or may not come of them, depending on the degree of consensus we reach.
Proposal:
1) Game file to be hosted on a simple server, which the game is modified to interact with (this will just be a passive server that supports HTTP PUT and GET, which means hosting it for free should be easy)
2) While anyone is actually taking their turn the game will lock the save file on the server, preventing anyone else trying to play their turn at exactly the same time (this allows all processing to remain on one machine and means we don't have to fundamentally change the game engine in anyway)
3) Subject to a number of conditions (see later) a player may play their turn at any time. Furthermore they may play up to N turns ahead (of the most behind other player), where N is a game parameter to be set by mutual agreement (and ideally changeable as the game progresses). The conditions would include (feel free to add to this list or counter-suggest):
4) When an action requires turn synchronization then:
The idea of this setup is to provide something a little like simultaneous turn multi-player, but much more loosely coupled. Early on (or indeed in times of peace) it would mostly be possible to play a few turns at a time (say 5), and to do so at any time of day, so we should be able to get through 5 or more turns per day, especially in the early game. As more player interaction crop up, deeper into the game, more strict turn ordering gets enforced by the above rules (and any others we might add). In peace-time I would expect things to still flow fairly freely. War time would likely slow things down, but even then, rather than waiting for every player to play in turn it's only 2 or 3 players that must play in strict sequence relative to one another, so it should still bottleneck far less than a regular PBEM game.
Opinions, ideas, suggestions, criticisms, ....
The big issue we have, is that (because we're spread all over the world and have different play times), the strictly ordered turn-by-turn mechanism of PBEM leads to inevitable delays and makes it hard to even get in a single turn per day.
So, I wanted to start a brain-storming thread to discuss ways the model could be changed to enable faster progress, while still allowing for the same geographic distribution of players.
What follows are suggestions only, to which tweaks, criticisms, and entirely alternate suggestions are extremely welcome - for now I just want to get as many ideas under discussion as possible. Something concrete may or may not come of them, depending on the degree of consensus we reach.
Proposal:
1) Game file to be hosted on a simple server, which the game is modified to interact with (this will just be a passive server that supports HTTP PUT and GET, which means hosting it for free should be easy)
2) While anyone is actually taking their turn the game will lock the save file on the server, preventing anyone else trying to play their turn at exactly the same time (this allows all processing to remain on one machine and means we don't have to fundamentally change the game engine in anyway)
3) Subject to a number of conditions (see later) a player may play their turn at any time. Furthermore they may play up to N turns ahead (of the most behind other player), where N is a game parameter to be set by mutual agreement (and ideally changeable as the game progresses). The conditions would include (feel free to add to this list or counter-suggest):
- A declaration of WAR requires turn synchronization between the two players involved
- An attack on a unit requires turn synchronization
- Moving into another player's territory without an open border agreement (even if at war) requires turn synchronization with that player
- Founding a city or popping a goodie hut on a plot that is currently visible to another player requires turn synchronization with that other player
4) When an action requires turn synchronization then:
- if both players are on the same turn it may go ahead.
- If the player attempting to make the action that requires synchronization is behind in turns, they are told the action is not possible until they play another <however many> turns in the same session (to put them on the same turn) at which point they can do whatever it was they wanted to do.
- If the player attempting to make the action that requires synchronization is ahead in turns they get a popup telling them that they must wait for the other player to catch up and asking them if they want to enforce synchronization. If they say 'yes' then their turn ends without completing (so they can resume it next time they play) and the game forces the other player into synchronization during their next play session (i.e. - once they play the same turn they will not be allowed to go further). If they say 'no' they can continue normally with any actions that do not require synchronization.
The idea of this setup is to provide something a little like simultaneous turn multi-player, but much more loosely coupled. Early on (or indeed in times of peace) it would mostly be possible to play a few turns at a time (say 5), and to do so at any time of day, so we should be able to get through 5 or more turns per day, especially in the early game. As more player interaction crop up, deeper into the game, more strict turn ordering gets enforced by the above rules (and any others we might add). In peace-time I would expect things to still flow fairly freely. War time would likely slow things down, but even then, rather than waiting for every player to play in turn it's only 2 or 3 players that must play in strict sequence relative to one another, so it should still bottleneck far less than a regular PBEM game.
Opinions, ideas, suggestions, criticisms, ....