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Multiuser, not Multiplayer aka: Massively Single-Player


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I guess the main problem with several players managing their own sets of ships in the single universe would be the fact that timewarp is one of the core mechanics for anything beyond just going to LKO. You can't just force multiple players into the same timeframe.

Meaning, you'd need some way to record actions of a vessel to then be able to replay those as another vessel is flown later by real time but around the same in-game time. BTW, this feature to rewind some in-game time and take control of another vessel has applications even for single-player game - from managing a fleet of interplanetary ships sent to their destination all at once, to landing detached stages as main craft achieves orbit. And, depending on how much is recorded, this technology can even create replays - to rewatch the vessel performing all the maneuvers (which can also be extremely useful for sharing stories, be it good screenshots or cinematics).

Downsides of this are the amount of data to be stored and the logistics of possible interactions between vessels played at different moments. And these issues will probably grow to unmanageable levels very quickly if you allow unlimited timewarping forward and back.

What I'm thinking about is some sort of time window mechanic to limit in-game time difference between things getting done in the same real time. Basically, you have a time window, within which you can warp forward on one mission, then go back in time and pick another vessel to fly (or have another player fly another vessel at different in-game time pint within the same window). But you can't warp beyond the end point (for a longer mission that means you'll have to leave it where it is and come later) and you can't go back in time to a point before the start point of the window (so if you missed a maneuver that badly, you'll have to deal with it). And probably new flights should be started around the middle of the window.

It can be turn-based (window just shift from one position to the next with minimum overlap), but I'm more inclined to real-time progression, when the window gradually moves along in-game timeline, probably at several times the real-time (exact rate can be negotiated and renegotiaded between players depending on the actual pacing of the game - which would warrant faster time progression for long-range spaceflights). As for the width of the window, it should avoid being too strict, so for always-online server I'd recommend having a point of in-game timeline being available for something like 25-40 hours IRL (for shorter game sessions between which the server is paused, it can be more narrow window and with faster moving rate). Additionally, there should be some option that allows the players to skip some time altogether, if they agree to do so.

 

Of course, this still leaves the question of synchronizing interaction, but even just forcing to timewarp to the last point the other vessel was interacted with, before allowing to approach it is much less of a problem, if the time difference ends up being hours not weeks. Anyway, for spaceflights it's only realistic that docking to or taking control of each other's vessels should be agreed between players before it happens, so some permissions mechanics are a good idea.

Additionally, there totally should be a option for multiple players to get full coop multiplayer (fully synchronizing in-game time) to fly multiple vessels in close proximity (or maybe even assume several roles within a single vessel). And no, it's not opposed to the asynchronous space program managing discussed here, quite the opposite - the asynchronous mode allows all players to make whatever preparations needed on their own  and then conveniently come together at the same time (both in-game and IRL) for the joint flying part.

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I've had a similar idea about this non synchronous multiplayer. pretty much just been using this system here witch is very close to what you originally described while playing with my brother.

also been using this mod to separate our coms 

https://spacedock.info/mod/1309/CommNet Constellation

 

dose anyone know of a way or mod so that the two players can have separate tech trees?

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