Multiplayer System Suggestion:
The 8-player limit on Real-time games (games that are accomplished in one sitting) is practical for the needs of a fast game. However, there is a huge gap between what is possible in single-player (long games with 31 civs) and multiplayer. I suggest an improvement:
1. A multiplayer system where turn time can be set for 2 minutes, 5 minutes, 15 minutes, 1 hour, 2 hours, 6 hours, 12 hours, 24 hours.
This would allow people playing a multiplayer game to still work on a game while working a regular job. They could log in, take their turn, and then come back in a few hours when their turn was up again for play.
2. All player turns and movement would happen simultaneously, in real time. When you logged on, you would use any available movement you have at that time on your units, adjust build and research queues, etc. Movement from unplayed turns would not accumulate (each turn's movement would only be one turn of movement).
If you happened to be online at the same time as an opponent, or were playing a very fast-turned game, you could chase him around the map. But in most cases, players would not do "real-time" combat on the map, since the game would be turn-based.
Battles would take place on a real-time tactical battlefield screen, with terrain that represents the tile where the conflict is taking place. All forces to be involved in the combat would be moved as a stack. Once combat was engaged, no new units could be brought in until the battle was resolved. If two players were online at the same time, both would be able to give last-minute commands in a Command phase of the battle. If you weren't online, units would follow preset commands that were either default or player-chosen at an earlier time. Then a timer would count down, and the battle would play out, with both sides controlled by the AI. When the battle was resolved, the screen would switch back to the map mode, and more movement/battles could be played.
If a player failed to log in during his turn, that would not be a problem. The game would just continue without him. Setting your empire up for self-defense and automated production while you're away would be important (such as using the build queue more actively). You should also be able to give orders to patrol or sentry and defend (attack someone invading your territory) to units, so that the empire would protect itself while you are away.
3. When creating a game, the creating player could select up to 31 civ spots available, and world size would be based on how many civ spots you made open. He would also set a minimum number of players and the starting time & date for the game. If the minimum hadn't been reached by that time the start date timed out, the game would disband. Players joining a game would be able to take their first turn before the game started (use up the movement on starting units). Players would be able to choose their civ on a first-come basis (last to join might get a less desireable civ).
4. Games would be hosted on pay-to-use servers (e.g., monthly paid accounts), so that no player would actually save the game file in use and be able to tamper with it.
The 8-player limit on Real-time games (games that are accomplished in one sitting) is practical for the needs of a fast game. However, there is a huge gap between what is possible in single-player (long games with 31 civs) and multiplayer. I suggest an improvement:
1. A multiplayer system where turn time can be set for 2 minutes, 5 minutes, 15 minutes, 1 hour, 2 hours, 6 hours, 12 hours, 24 hours.
This would allow people playing a multiplayer game to still work on a game while working a regular job. They could log in, take their turn, and then come back in a few hours when their turn was up again for play.
2. All player turns and movement would happen simultaneously, in real time. When you logged on, you would use any available movement you have at that time on your units, adjust build and research queues, etc. Movement from unplayed turns would not accumulate (each turn's movement would only be one turn of movement).
If you happened to be online at the same time as an opponent, or were playing a very fast-turned game, you could chase him around the map. But in most cases, players would not do "real-time" combat on the map, since the game would be turn-based.
Battles would take place on a real-time tactical battlefield screen, with terrain that represents the tile where the conflict is taking place. All forces to be involved in the combat would be moved as a stack. Once combat was engaged, no new units could be brought in until the battle was resolved. If two players were online at the same time, both would be able to give last-minute commands in a Command phase of the battle. If you weren't online, units would follow preset commands that were either default or player-chosen at an earlier time. Then a timer would count down, and the battle would play out, with both sides controlled by the AI. When the battle was resolved, the screen would switch back to the map mode, and more movement/battles could be played.
If a player failed to log in during his turn, that would not be a problem. The game would just continue without him. Setting your empire up for self-defense and automated production while you're away would be important (such as using the build queue more actively). You should also be able to give orders to patrol or sentry and defend (attack someone invading your territory) to units, so that the empire would protect itself while you are away.
3. When creating a game, the creating player could select up to 31 civ spots available, and world size would be based on how many civ spots you made open. He would also set a minimum number of players and the starting time & date for the game. If the minimum hadn't been reached by that time the start date timed out, the game would disband. Players joining a game would be able to take their first turn before the game started (use up the movement on starting units). Players would be able to choose their civ on a first-come basis (last to join might get a less desireable civ).
4. Games would be hosted on pay-to-use servers (e.g., monthly paid accounts), so that no player would actually save the game file in use and be able to tamper with it.
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