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hozzdutch

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  1. Ok I see what people say about people interfering with the already run missions logs. So a way around that would be that when a 'future mission' has taken place, the ship becomes 'locked' by the server so that only the player who created the log can dock or interact with it until the server time has reached the log time. then it becomes fully available. To save trolls killing your stuff, a way around this would be to perhaps lock or phase the station to other players so that if anyone tries to interact or dock with it other than the player who created it, they would just fly straight through it as though it wasn't there. In fact expanding on locking theory, players could assign permissions to their stations/ships so that only people they trust can dock or interact with it. Anyone else who tries, can see it, but will fly through it as though it wasn't there. But I don't see trolls as a problem in a private server environment. At then end of the day, you would only invite people you trust to it anyway.
  2. Hi all, Me and brother play this separately and love the game so far. I know multiplayer is not planned for the initial release but we was talking about how great it would be if it could be. Initially I thought that it couldn't be done - the time warping feature would make it impossible for other people to play. But I've come up with an idea that might make it possible for time warping to work that may make multiplayer possible and I just want to get my idea to the devs cos I can't post this on the suggestions forum - Multiplayer would work with a server side version that is constantly running and client that connects in. This works it a normal time rate If only one person is connected, time warp works like normal and server time is speed up. If more than one is connected, when a player hits time warp, their local client works the same as it would at the moment. On the server though a log file starts to get created detailing the movements of the players ship throughout the time warp but other players ONLY see the ship in the location it was at at actual server time. Other connected players would see the normal orbit of the other ship as a solid line, but at the point the warping player starts to warp, the line becomes a dotted line representing their warped journey as it will happen. When the warping player finishes playing and goes back to the mission list, they see the normal server time so their ship would look like it's not moved but the mission log shows the their missions is warped and not yet current to server time. If they enter that missions again, the log file on the server is loaded, and they go forwards in time to that point again. If all players connected are warping, then server time warps with them until one player goes back to normal time. This is how I believe time warping could work in multiplayer. Does anyone see problems with the way this would work?
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