<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer --> <!--X-From-R13: Zvat <Y.Z.Zb-94Nfghqrag.yobeb.np.hx> --> <!--X-Date: Wed, 2 Dec 1998 04:04:50 -0800 --> <!--X-Message-Id: Pine.SOL.3.96.981202112443.12249B-100000@sun-cc203 --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199812010426.UAA27548#under,engr.sgi.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:K.L.Lo-94#student,lboro.ac.uk"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00887.html">Previous</a> | <a href="msg00889.html">Next</a> ] Thread: [ <a href="msg00874.html">Previous</a> | <a href="msg00897.html">Next</a> ] Index: [ <A HREF="author.html#00888">Author</A> | <A HREF="#00888">Date</A> | <A HREF="thread.html#00888">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer </LI> <LI><em>From</em>: Ling <<A HREF="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</A>></LI> <LI><em>Date</em>: Wed, 2 Dec 1998 12:02:23 +0000 (BST)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Mon, 30 Nov 1998, J C Lawrence wrote: > On Sat, 28 Nov 1998 12:02:00 +0100 (MET) > Niklas Elmqvist<d97elm#dtek,chalmers.se> wrote: > > On Wed, 25 Nov 1998, J C Lawrence wrote: > > > More hype: The idea is to allow for a lot of different types of > > simulations cooperating on the same battlefield. It all boils down > > to human players generally not wanting to play cannon-fodder roles > > such as infantry charging against a machine-gun nest (though I > > expect some players would like to sit behind that machine-gun > > instead), so the AI is there to take care of that. In addition, > > the AI will make it possible to run large-scale scenarios where > > only a small fraction of the individual units are controlled by > > human players. > > This sounds a whole lot like a number of ideas that Ling has been > talking about for a while now... Oh, is this a prompt for ME! :) How timely! I've just been doing some thinking along those lines. Firstly, there was an earlier mention about cyborgs and their rather horrid affect on gameplay for players that are not assisted by chrome. I think the game design should account for it as it is inevitable. How? I have no idea at present, will get back if I ever. A gentleman's agreement obviously won't work for being a) sexist and b) trust based. Mildly related, I tried a demo of Urban Assault (C&C with the ability to play first person view) and I found the game was vastly more playable with a friend. One person, with a mouse, did all the grand thinking and the other person rattled off lots of bullets with the joystick. Things I did notice was that: our performance was horrid coz I couldn't second-guess what my friend was gonna do so I usually had to overcompensate by building excessive number of units; I didn't want him to be bored so when things were in a rut I had to give him a squad of *something* so he could bounce off buildings; and everytime I wanted to do anything that involved his units, I had to warn him to give him a chance to orientate. The last one prolly wouldn't a problem in a real MMPOG (horrid acronym) but the need for orientation will be there and something like a cyborg to give the player a chance wouldn't go amiss. It'd be better than having players 'flash' invulnerability for a few seconds (which defeats the point of not knowing that you're fighting against AI). I also have to note the implications real time joining, can you imagine the havoc (and fun!) that'll be caused if there was a mass defection! Or what if the person next to me joined the game on the opposing side to act as a spy for me? And instead of clans, there will be mercenary units those loyalty can be bought (with?). Triple-crossing cloak-and-dagger with none of the intrigue coz people just wanna see what's the other side like. Personally, I love the idea. I don't mind being given orders to run around and do things, so long as the orders are broad bounding, like go capture something, we don't care. A game you may like to examine is a Command & Conquer variant (meaning official variant) where each player controls a single unit. I never did find out how it worked but it didn't get particularly good marks for playability, probably because the C&C game design wasn't suited to MMPOG (I still hate that acronym). [Was gonna make a post about game AI but feel it would be lengthy and deserves its own thread] | Ling Lo (aka Hyperactive Lad, for today) _O_O_ kllo#iee,org </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00897" HREF="msg00897.html">[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</A></strong> <ul compact><li><em>From:</em> Niklas Elmqvist <d97elm#dtek,chalmers.se></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00874" HREF="msg00874.html">[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</A></STRONG> <UL><LI><EM>From:</EM> J C Lawrence <claw#under,engr.sgi.com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00887.html">[MUD-Dev] Re: Hex-grid mapping</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00889.html">[MUD-Dev] Re: Hex-grid mapping (example from PSL empire)</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00874.html">[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00897.html">[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00888"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00888"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><strong><A NAME="00855" HREF="msg00855.html">[MUD-Dev] DIS: Client-Server vs Peer-to-Peer</A></strong>, Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Tue 24 Nov 1998, 21:06 GMT <UL> <LI><strong><A NAME="00859" HREF="msg00859.html">[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 25 Nov 1998, 23:22 GMT <UL> <LI><strong><A NAME="00864" HREF="msg00864.html">[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</A></strong>, Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Sun 29 Nov 1998, 22:15 GMT <UL> <LI><strong><A NAME="00874" HREF="msg00874.html">[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 01 Dec 1998, 04:26 GMT <UL> <LI><strong><A NAME="00888" HREF="msg00888.html">[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</A></strong>, Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Wed 02 Dec 1998, 12:04 GMT <UL> <LI><strong><A NAME="00897" HREF="msg00897.html">[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</A></strong>, Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Thu 03 Dec 1998, 09:06 GMT <UL> <LI><strong><A NAME="00944" HREF="msg00944.html">[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</A></strong>, Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Wed 09 Dec 1998, 07:15 GMT <UL> <LI><strong><A NAME="00948" HREF="msg00948.html">[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</A></strong>, Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Thu 10 Dec 1998, 04:59 GMT <UL> <LI><strong><A NAME="00950" HREF="msg00950.html">[MUD-Dev] Re: DIS: Client-Server vs Peer-to-Peer</A></strong>, Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Fri 11 Dec 1998, 13:54 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>