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I've just been reading about team games and a thought I had a couple of years ago cropped up again. Is there no way to organise the game, for example, on a central server, so that players on the same side can do their turns simultaneously, increasing turn rates commensurately?
That would be a wonderful feature for a PzC 2. There would also be a revert-to-AI if the turn wasn't returned timely.

The bane of all multi-player games is that they are only as fast as the slowest player. Bearing in mind RL comes first and many delays are unavoidable or necessary, the reality is that what usually happens in multi-player is that they start out OK, then as turns go on they get slower....and slower....and slower. More often than not, the game then collapses.

I think however it would require a reworking of the PzC code, as it would mean allowing players to create sub-commands for each side.
I think it would be cool if there could be something set up where a campaign is started in all the titles and one can join any camp he wants but can only sign up for one side so that players can come and go as time permits. Commands would be split and you arrive to your side because there is an open command, you do the moves and can then take another command if it is open or if not, check out another title camp for available commands. When one is done with their particular command, he could hit a button saying it is completed for that turn. Of course, people would be jumping around as long as they have time to play and no one person will have command of any group for the entire campaign. But I think it would be fun playing on the fly. Whoever is overall Cdr can dictate what the current strategy is. Maybe the moderators could be overall Cdrs by setting the current objectives of each command while players come and go and try to adhere to those objectives.