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FWWC multiplayer game 2 or 3 day scenario
11-24-2025, 04:42 AM,
#8
RE: FWWC multiplayer game 2 or 3 day scenario
(11-23-2025, 11:45 PM)agmoss99 Wrote: Liebchen makes some good points.

I have experienced multiplayer games where there are all sorts of issues. Personalities and time zones being the commonest. Then there is the issue of somebody accidentally pressing advance turn.

I'd recommend 4 or 6 players at most, and forgetting the overall commander.

I'd be up for something like that.

Duly noted, thank you.

Regarding personalities - Part of my idea of having overall and sub commanders is to introduce a quasi-roleplaying element to this. Ideally, since not everything will go according to plan, I'm hoping people will have enough sense to not sign up if they're gonna have a hard time with that.

I don't think accidentally pressing advance turn needs to be an issue if every time a file is received it is saved. That way if say a sub flubs up they can simply re-open the file they had received and do over. Moving a corps or a division isn't a huge investment in time.

If we only get a handful of folks I'm happy to scrap the overall and go for it, we'll see...
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RE: FWWC multiplayer game 2 or 3 day scenario - by Almskaar - 11-24-2025, 04:42 AM

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