.map file relation to EoC geography?
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Lets say a persistant online game. In other words the player would have a persistant "account" on a server.Originally posted by The Real Greb
Are you suggesting a persistant online universe? Or do you mean the player does all this in one sitting?
The player wouldn't need to save. It would be done automatically whenever he/she leaves the game (logout). Currently the Epic Online Trade games script already sends the players flux data (cargo brought) to the server. The server then sends updates to all other clients and whoever joins thereafter.How would the player "Save" his/her progress? Is it possible to get Flux to send out the player data to a server where it is saved?
I would rather write to flux on the server side though, because the amount of data that will have to be saved will make a fairly long flux and unnecessarily burden the player client. Thats why I'm thinking of using a dummy/spectator client that would have a special script and not be active in the game.
I guess the engine isnt suited to lots of players spanning several systems. But the player could log into "game worlds" each set in a different system.
Right, thats the main issue. This kind of game would only allow for 4 or 5 players per server (with the current EOC netcode and a DSL connection). However the player could have an account on multiple servers and even move his cargo from one location to another. Different servers would represent the different "systems" in a virtual universe.
Have Gun, Will Travel
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- The Real Greb
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Is there any information available for Epic online? I've never heard of it, what stage of development is it in?
Could we take it one step further? Could Flux be told to connect to a different server when the player passes through a la-grange point? Another thing, How would the game cope with one player millions of miles from the other?
What would be the motivation for the player? Get one of everything? Become Rich? Beat all rivals?
There is also some real potential for setting up Corporations and Clans, too. Players could group together resources to buy stations and freighters. Or, they could team up to pirate the space lanes.
Neutral zones sound cool, but players should definitely NOT be allowed to trade within them.
Greb
EDIT: Major Tom, I just checked out your site. Would it be possible to me to become a beta tester?
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and the faq for it here: (open it online with wordpad or download it)
(I guess you missed out on the first 3 beta tests because you weren't around for a while)
Epic Online is in the final development stage. It is tried and tested in 3 beta versions and it is now fully functional. You can get a better idea of all the functions by looking through the FAQ.
There are 2 bugs known: One is a problem with the scores display when you are connected to Gamespy. You may get stuck if you call up the scores. (It is actually a Gamespy bug but we can work around that)
The other is that cargo may not appear if a player has a very high ping: 800 ms or higher. (that may be a gamespy bug too).
(there is still no danger of loosing your cargo though)
The final release of Epic Online is planned together with the Mission package for "Dogs of War"
Besides changing the scores screen, we just plan to improve the maps (visually) since they are a little makeshift in the beta version.
Yes, If the IP address of the server is know before a MP game is started. Otherwise the player would have to jump "manually". (Maybe we could even call up the effects for the familiar hyperspace tunnel during the jump.)Could we take it one step further? Could Flux be told to connect to a different server when the player passes through a la-grange point?
Not sure what you mean? The idea is that the player has a account on each server (The server represents a system). The player could only take one freighter load of cargo pods from one system to another each time he "jumps". He would not be able to take his total wealth with him at one time (because there is no inter-system banking to transfer funds). The player would have to gain wealth in each systemAnother thing, How would the game cope with one player millions of miles from the other?
specifically. (you could be "the king" in one system and a newbie in another)
What would be the motivation for the player? Get one of everything? Become Rich? Beat all rivals?
Have fun?
Use your imagination and create your own game as you go along?
Join up with a buddy and pirate the trade lanes (you need a fighter to attack and a freighter to move cargo)?
set up a trading post and trade your way up to wealth and "own" a system?
Neutral zones sound cool, but players should definitely NOT be allowed to trade within them.
Why not? It takes several minutes to dock 12 cargo pods to your freighter even if you are close to them (2 km or less). During that time you are a sitting duck
The neutral zone would be only about 20 km in diameter and at least 80-100 km from the jumpgate, so you'll still have to run for it (without LDS) or need an escort.
wouldn't that be ok? What reasons did you have for not trading inside the neutral zone ?
Edit:
After looking at this closer, I don't think it will be a good idea for the player to be able to buy his own neutral zone. That would mean changing the map dynamically for all players that join a game. Theoretically, it would be possible, but would be a big load on the server.
/Edit
Have Gun, Will Travel
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- The Real Greb
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I was imagining much larger "spheres of neutralness" where it would be very difficult for a player to stop someone from entering/leaveing the sphere. Do you mean a LDS inhibit between the sphere and the L-point? that could be very interesting, judging Override to get away from persuers but making sure you don't overshoot.
I'll try Epic Online right away!
Cheers,
Greb
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- The Real Greb
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Oh, and how exactly does one select cargo from Lucretias base to take with you to a server?
Greb
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