linkasy Joined 1/08/2004 Posts : 651
| Posted : Tuesday, 4 January 2005 - 10:43 na, see thats compleatly diferent, campaigns are ment to last a long time and it wouldn't work, mainly because of the varios systems used for action pionts, movement points ect. these systems are based on time. edit: hope I havn't been confusing edit: also so people can come in when they choose Last Edited : Tuesday, 4 January 2005 - 10:45 | kingmen3 Joined 23/07/2001 Posts : 1804
| Posted : Tuesday, 4 January 2005 - 11:38 hey General Psycho is this guy ne relationship 2 u?  | | hardcore_psycho Joined 3/01/2005 Posts : 3
| Posted : Tuesday, 4 January 2005 - 11:41 mhm??nope!! | | kingmen3 Joined 23/07/2001 Posts : 1804
| Posted : Tuesday, 4 January 2005 - 11:43 lol | | Chiron Joined 19/09/2000 Posts : 1679
| Posted : Wednesday, 5 January 2005 - 19:51 I think there will be 1v1 turn based campaigns in the next version. | | Maximillian Joined 31/10/2004 Posts : 181
| Posted : Wednesday, 5 January 2005 - 22:01 The problem with turn based campaigns is that campaigns are meant so that one person can log in, play his (or her) moves, and log out, and 2 hours later someone else can log in and play their moves in the campaign. With a turn based system, players would have to stay logged in the whole campaign (And imagine how long that would take with a 40 player campaign ) | | Bloody_Wasteland Joined 10/12/2004 Posts : 175
| Posted : Thursday, 6 January 2005 - 10:09 you can also try an 'ultra' game...while the set-up is the same as a regular campaign, the turns are only 2 hours apart...giving you the speed of play you seem to be after  | | TaurusRex Joined 14/06/2002 Posts : 3595
| Posted : Thursday, 6 January 2005 - 16:47 Yes the more players of course the more difficult it would be to get any kind of harmony, but I like the idea because if you think of a turn-based campaign in the same light as a 12 hour tick-based campaign (i.e. force the turn every 12 hours or even every 24 hours); players will learn to accept it as such for the first few turns until the game gets rolling (i.e. at least I think adults can accept that players who join such a game may have times when they can only make the 12 or 24 hr. move).
As the game progresses though and it is seen that all who are in it are online, it may be possible to play several turns for a few hours at those times keeping in mind that adults don't get "bent out of shape" because someone falls to sleep in real life while online.
Players may even start to get together to try to plan for possible "weekend game sessions" and even some sort of "pass system" might work where if a player is not at war or in danger and he knows he won't be available, he might be able to assign a "pass on his turn" for possibly even 2 turns in advance that would amount to his permission to "force his turn". Maybe somehow he can gain a second turn at the next turn interval to compensate him (i.e. after e.g 5 other players have taken their turn he might be allowed to take is "compensation turn" out of regular sequence).
Anyway the idea is that "cooperative players" might be able to make the system work to get several hours of enjoyable gameplay during planned time intervals when they agree to get together or when they just happen to see that they are all online. Feel free to use any ideas in this post if anyone wants to make a suggestion about it. 
TR Last Edited : Thursday, 6 January 2005 - 16:49 | Requiem [R] Joined 3/02/2000 Posts : 3851
| Posted : Saturday, 8 January 2005 - 06:17 there are 2 main issues with turn-based campaigns.
one, Campaigns are longer so they allow multiple players from different timezones to play in the one game. and by only logging in once or twice a day, no matter what time it is, you can play against anyone and not have to spend hours and hours in a row to play, while still being competitive.
secondly, you couldnt have real turn-based with so many players. having to wait for 10 or 20 other players to end their turn before it becomes your turn wouldnt work.
nor could you allow simultanous turns. if all 10 player were moving at the same time, then chances are the combat would be a mess. you would never know which troops or buildings to attack because by the time you load the map and select which troop to attack with, the other player has already moved their army, perhaps even attacking you! consider all 10-20 players doing this. it would be chaos.
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