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Hello! I am a fan of KSP, as I am sure most of everyone else here is. Recent updates have brought a lot of new features that I enjoy; however, I am really looking forward to Multiplayer.

Feel free to put your Multiplayer ideas on this topic, I will be listing mine below:

 

Space Race: (Max of 16 players)

Setup:

Each player chooses:

1. A flag and name for their space program.

2. A color for the accents of their kerbal's suit and/or color of suit.

3. Where to put their KSC on a map of Kerbin (Must be at least 50km from other player's agencies).

4. Game Moderator/Owner of the server decides normal game options when they make the server, and get to choose the max amount of players they want on their server.

Game:

Mostly the same as singleplayer, except you are competing with other players for the max amount of science (First to make a discovery gets the max amount, second gets less, third gets even less, ect.), world first milestones, and achievements like beating the other players to the Mun.

Above that competing players can sabotage others or make alliances. Rockets can be used to destroy players KSC's or vessels, and force them to declare bankruptcy (a loss in multiplayer). Players can also share plans for rockets, money, and kerbals. If they really want to they can declare another person an ally, or go to war with them.

Time Warp: 

This essentially is the hardest part of designing Multiplayer, and there is no perfect option for time warp shared with multiple people, so I have a few suggestions.

1. There is a max amount of timewarp given for each play session. (Ex. everyone has 50 days to work with during this play session.) at the end of the max amount, a player will be told that all current missions are saved, and then have the option to log out or to spectate other players.

2. At the end of a play session, everyone's time syncs up to the person who has used the most timewarp. A notification is displayed as you log out describing how far ahead you will skip. (A game moderator can decide whether or not the time a player has skipped ahead is unreasonable and talk to the player.

3. (Not my idea) Lowest time warp is used. (Ex: P1 - 4x, P2- 10x = 4x is used across the entire server)

4. (Suggested by mattinoz) Various zones or spheres of influence have a fixed warp that is higher where space is emptier. Player can slow down from warp back to normal time but only for a fixed period after which the server forces them back to warp + syncing warp to catch up with the timeline of the sphere. That way no one can get "physically" in front of the another player unless they fly faster.

Others:

1. No two players can have the same color, flag, or name for their agency on a server.

2. The list of contracts are global, everyone has access to the same list, and once one is taken by another player, it is not available anymore unless it is declined/discarded.

3. Mods are allowed, but only ones that are agreed on by the moderator of a server.

 

I am open to other suggestions, as well as ways people think I can improve my ideas.

Thank you!

Edited by AstroRisen
found new time warp idea
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Timewarp option 4 could be workable for a space race.

- various zones or spheres of influence have a fixed warp that is higher where space is emptier. Player can slow down from warp back to normal time but only for a fixed period after which the server forces them back to warp + syncing warp to catch up with the timeline of the sphere. That way no one can get "physically" in front of the another player unless they fly faster.

 

Edited by mattinoz
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9 hours ago, mattinoz said:

Timewarp option 4 could be workable for a space race.

- various zones or spheres of influence have a fixed warp that is higher where space is emptier. Player can slow down from warp back to normal time but only for a fixed period after which the server forces them back to warp + syncing warp to catch up with the timeline of the sphere. That way no one can get "physically" in front of the another player unless they fly faster.

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Thank you, I really think this method works better than my first two. The important part of this version of multiplayer is that all the players can interact with each other in real time and in theory this option works for that purpose! 

Edited by AstroRisen
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