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SkyFall2489

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Everything posted by SkyFall2489

  1. Editing right now to correct it. Say, then isn't @Vl3d's idea just a limited version of the subspace warp system used by KSP1 multiplayer mods?
  2. Let's step back a bit. In the end, what will multiplayer give us? What do we want from it? I think there are 2 things: 1. Live cross-player interaction. Shoot missiles at your enemy's battleship, race planes through river canyons, get those epic trick shots. 2. Shared progress. Dock to a friend's refueling station, have a friend visit your moon base. How do we accomplish those things when time-warp is involved? I've seen several solutions so far. 1. Single time. This gets limiting, but everyone is always together. The cons are that when one person wants to time warp, everyone has to time warp, and if a slow computer lags behind there can be issues. 2. No time warp. Self explanatory, as are the problems. Plus, KSP slows down in game time when the computer lags too much and must be re-synced. 3. Subspace warp. This is what is used by many multiplayer mods. Good in many cases, but to avoid time paradoxes there are some limits on who can interact with what. Already figured out and easy to implement compared to other solutions. Also, if you leave the server, and someone else warps a thousand years into the future and all your kerbals run out of life support, that's bad. (assuming there is life support. If not, the modding community of KSP is great.) 4. Credit to @t_v - MMO. Not sure how to name this, but effectively players can be at different times to them, but their relative locations to the SOI center are displayed to others to allow for live interaction. Messes up physics sometimes, but offline players can be moving at 1x real time, so hopefully no kerbals starve. 5. My own idea - encounters. Effectively, you can link your world to another player's world, entering a combined world with some of the vessels from each of the old worlds appearing in it. Which ones appear, player's choice. Max limit of maybe 50 per player. Effectively, player 1 can select a refueling station, player 2 can select a ship low on fuel, and have those 2 ships be in 1 mini world consisting of one SOI and a single shared time. If either player exits the SOI, the encounter is over. Players can end the encounter manually, too. When the encounter ends, all ships in the encounter universe are put back in the old universe, with the pre-encounter ships deleted and time jumped forward by the amount of time that passed in the encounter. Doesn't break physics, you are in control of your own time so there is no accidental starvation, but someone may figure out how to duplicate ships using this. But if Squad let there be kraken drives and the community decided not to use them for the record setting missions, I think the same can be true with encounter based multiplayer. A few other things about encounter multiplayer: 1. might be hard to get too many players into an encounter at once, probably a max of 5-10 players before the single time drawbacks really come into play. 2. maybe, in science/career games, require players in an encounter to have a similar amount of progress? might be hard to define though. 3. Good because it means no special server world is really required, players can let people join their otherwise single player worlds. Also, a minimal amount of stuff must be synchronized, keeping things clean and not computer roasting. Resync will be an issue with all of these, as not everyone has a NASA supercomputer. I have a MacBook Pro. Hopefully, the devs can make the game run smoother to mitigate this, or offload computation to the better computer, but this will be always an issue.
  3. Mammoth engine. Slap a few on to a large pile of fuel tanks, haul anything and everything into orbit and beyond.
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