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Astrogibson

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  1. Here's another way Multiplayer could work The multiplayer server is a realm that only exists in normal time, time warp is not allowed.* When a player wants to do a transfer, they are removed from the multiplayer universe and placed into a locally hosted instance that functions exactly like single player. In this universe, time warp functions as it does currently in single player. When a player is done their maneuvering, they can re-enter the multiplayer universe, but only if they are in a stable orbit around a single celestial body. The game would then take the information about their orbit and translate it to the multiplayer universe as best as it could. To other players, your craft would suddenly pop into existence out of nowhere. For you, your location relative to the planetary body you are orbiting would remain the same, but everything you are not interacting with would suddenly jump to a different location. When you decide to re-enter the multiplayer world, a ghost image of the multiplayer location of moons is shown, and if your orbit intersects their SOI you are prevented from re-entering. (Not so sure about this part) Example: From low Kerbin Orbit, you decide to go to the mun. You enter single player, vanishing from everyone else's view. You fly to the moon as per usual, using time accelerate to make the trips last only a few minutes. To you the moon has moved a considerable distance but to everyone else, it is in roughly the same place. Once you are in a stable orbit around the moon (Let's say its a polar orbit), the game allows you back into the multiplayer instance. Everyone else suddenly sees you appear in a polar orbit around the mun (which has not moved substantially to them). And to you, the mun has jumped backwards in time by several days, but the characteristics of your orbit has remained the same. The ground beneath you has moved back in time as well. Advantages: This system would insure that the same amount of resources would be used as per normal, and the same amount of planning and skill would be needed to make transfers between SOIs. Disadvantages: I guess you could game the system by warping one planet to an optimal transfer window in single player, and when you return to multiplayer have traveled further than you should have? Rendezvousing with other players seems to be confusing with this system. Perhaps someone else has a solution to this problem? - - - - - *There are other systems already stated in this forum that can change this, but it's irrelevant to this instance.
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