Jump to content

Segmented approach to multiplayer features


Recommended Posts

One of the problems I've seen cited often with regards to multiplayer is the use of time warp, and how it would be possible to allow multiple players to fly missions simultaneously. Well, I've been thinking- the game is already segmented into a few different features- administration, building, flying. In a space program, those different elements would be handled by different people, right?

So, what if a multiplayer scenario consisted of multiple roles that players could take on?

The administrator role (which could also double as the actual administrator of the server) would manage the space program's finances, pick missions, choose the research path and keep an eye on active missions.

The designer role could potentially be filled by many people, who build and save craft to be used on missions (but allowing those using the craft to examine it before launching and check stats on things like successful flights, what have you).

Mission control- here's where it gets a little tricky. I think what makes sense to me is to have multiple 'instances' of the gameworld that are used for separate missions, and that the gametime that is elapsed is specific to the instance it's in, although the craft used are persistent in the instance they were launched in for future flights. Anyway, an instanced mission would consist of one player acting as 'mission control', whose has access to time warp, can control any vessel and acts as the central communication for the mission. Multiple players could also join a mission instance as 'Mission crew', to whom the player acting as Mission Control can give control of any control pod or EVA.

Of course, all players would be able to communicate with players working in different roles to work towards the success of the space program.

Any thoughts? I apologize if something similar has been suggested before, but I didn't see anything from using the search function.

Link to comment
Share on other sites

I highly suggest that you check out KMP or DMP and how they handle warp. Considering that Kerbal Multiplayer is the mod that convinced Squad to implement multiplayer I'm pretty sure that Squad is using a system similar to that. Also it is highly unlikely that Squad would start to tackle multiplayer without knowing how to handle warp.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...