The old multiplayer threads are heavily slanted toward direct-connection multiplayer. There is brief mention of supporting PBEM, but nothing else.
Direct-connection problem: Most people don't have ten hours at a stretch to play games. It's hard to match schedules for 4+ players to actually complete a game.
PBEM problem: It takes far too long to play a game. One player can easily delay a turn for an extended period of time. Even with dedicated players, it is difficult to finish games.
Have you considered server-based asynchronous multiplayer? The game is hosted on a server which adjudicates turns on a schedule. Between adjudications, each player connects to the server and submits orders for the upcoming turn. If a player misses a turn, the AI plays it. With this model, it would be easy to run multiplayer games with as many as four turns per day.
There are, of course, lots of implementation issues to be worked out - for example, would players download a complete turn file, play offline, and upload orders, or would they use a client-server connection and play the turn completely online?
However, I think this model has significant advantages over direct-connection and PBEM.
Direct-connection problem: Most people don't have ten hours at a stretch to play games. It's hard to match schedules for 4+ players to actually complete a game.
PBEM problem: It takes far too long to play a game. One player can easily delay a turn for an extended period of time. Even with dedicated players, it is difficult to finish games.
Have you considered server-based asynchronous multiplayer? The game is hosted on a server which adjudicates turns on a schedule. Between adjudications, each player connects to the server and submits orders for the upcoming turn. If a player misses a turn, the AI plays it. With this model, it would be easy to run multiplayer games with as many as four turns per day.
There are, of course, lots of implementation issues to be worked out - for example, would players download a complete turn file, play offline, and upload orders, or would they use a client-server connection and play the turn completely online?
However, I think this model has significant advantages over direct-connection and PBEM.
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