Real time multiplayer?

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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Wiz33
Posts: 148
Joined: Wed May 16, 2007 8:00 pm

RE: Real time multiplayer?

Post by Wiz33 »

But I would disagree to compression (or drop to 1:1 from time to time) just to make you think I'm in the middle of planning a major offensive. There's so many things that you can do to mess with the other player it's not even funny.
Ilias
Posts: 43
Joined: Fri Feb 17, 2017 12:35 pm

RE: Real time multiplayer?

Post by Ilias »

ORIGINAL: Wiz33
But I would disagree to compression (or drop to 1:1 from time to time) just to make you think I'm in the middle of planning a major offensive. There's so many things that you can do to mess with the other player it's not even funny.
As your choise it wouldn't be a problem, because among other benefits to fight this kind of behaviour the system can have alot of settable |session's settings|, such as:
_ setting up time change options, which will be available in game (x1, x5, x10..)
(for game process speeds of players's choise, to be in accordance with |current session's players|'s abilities and wishes for Perfect suitablE, what leads To Most enjoyablE experience[:)]),
_ choosing which changes will not require players's permission (letting to limit minimum game speed, which can be set without each player's agreement),
_ |forced changes (ones which set to do not require permissions)|'s optional: rate of use and length limits (easiest way to fight spamming of them) (with settable default game speed (which will be returned after forced change over)),
__ good idea would be optional mode: (with rate of use limit) stacking unused forced changes (for they would be used thoughtfully and their's use still would be limited, while removing point of using them as fast as receiving)

about "to make you think I'm ..": almost absolutely pointless, because count of |options why you would need to slow the time| is too big and they too different, 'just in a middle of something' is not alot of intel to delude enemy or expose your self.

But most important is to keep ability to set the free concept, for Friendly games, where you sure what others will not spam it or do what ever else unapropriate.
Ilias
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Joined: Fri Feb 17, 2017 12:35 pm

RE: Real time multiplayer?

Post by Ilias »

*edited
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CCIP-subsim
Posts: 467
Joined: Tue Nov 10, 2015 6:59 pm

RE: Real time multiplayer?

Post by CCIP-subsim »

At this point I've resigned to the idea that multiplayer is more likely something we'll only get in a future Command 2 (aka the CMANO sequel) sometime in the 2020s [:)]

TBH, never been high on my own priority list - and more than that, since I already prefer turn-based/PBEM multiplayer anyway, technically that's already there in the form of Joint Command. I am certainly considering joining it sometime, but at the moment I have more than enough single-player content to work through!
Ilias
Posts: 43
Joined: Fri Feb 17, 2017 12:35 pm

RE: Real time multiplayer?

Post by Ilias »

ORIGINAL: CCIPsubsim
At this point I've resigned to the idea that multiplayer is more likely something we'll only get in a future Command 2 (aka the CMANO sequel) sometime in the 2020s [:)]

TBH, never been high on my own priority list - and more than that, since I already prefer turn-based/PBEM multiplayer anyway, technically that's already there in the form of Joint Command. I am certainly considering joining it sometime, but at the moment I have more than enough single-player content to work through!
To each his liked, but sadly what public needs to be attracted by ready opportunities to show its interest, not conversely (finding and trying to help become interesting and for them[:)]).
Of course: for example, players which playing in game, do like it, otherwise why would they play in it ? :) , while for further way is no guidance
Ilias
Posts: 43
Joined: Fri Feb 17, 2017 12:35 pm

RE: Real time multiplayer?

Post by Ilias »

ORIGINAL: CCIPsubsim

At this point I've resigned to the idea that multiplayer is more likely something we'll only get in a future Command 2 (aka the CMANO sequel) sometime in the 2020s [:)]

TBH, never been high on my own priority list - and more than that, since I already prefer turn-based/PBEM multiplayer anyway, technically that's already there in the form of Joint Command. I am certainly considering joining it sometime, but at the moment I have more than enough single-player content to work through!
ps: It shouldn't take 3 years, do not saying its small or easy thing, but just to give you some information AAA projects take 1-3 years, biggest thing here is network system and it shouldn't take too long
("too" is more than "very", right?:))
Raptorx7_slith
Posts: 673
Joined: Fri Jul 26, 2013 10:14 pm

RE: Real time multiplayer?

Post by Raptorx7_slith »

ORIGINAL: Ilias
ORIGINAL: CCIPsubsim

At this point I've resigned to the idea that multiplayer is more likely something we'll only get in a future Command 2 (aka the CMANO sequel) sometime in the 2020s [:)]

TBH, never been high on my own priority list - and more than that, since I already prefer turn-based/PBEM multiplayer anyway, technically that's already there in the form of Joint Command. I am certainly considering joining it sometime, but at the moment I have more than enough single-player content to work through!
ps: It shouldn't take 3 years, do not saying its small or easy thing, but just to give you some information AAA projects take 1-3 years, biggest thing here is network system and it shouldn't take too long

You have no idea what you're talking about [:)]
Cik
Posts: 671
Joined: Wed Oct 05, 2016 3:22 am

RE: Real time multiplayer?

Post by Cik »

don't worry guys, it's easy :^)
Ilias
Posts: 43
Joined: Fri Feb 17, 2017 12:35 pm

RE: Real time multiplayer?

Post by Ilias »

ORIGINAL: Cik
don't worry guys, it's easy :^)
its not and i specially said what its not, what that was for ?
Ilias
Posts: 43
Joined: Fri Feb 17, 2017 12:35 pm

RE: Real time multiplayer?

Post by Ilias »

ORIGINAL: raptorx7
You have no idea what you're talking about [:)]
no offence, but feels like you don't,
i do know what the team is not big and the game wasn't developed with intention to have RT M., but you too: be realistic please.

(sorry for 2 posts, not deliberately)
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Primarchx
Posts: 1954
Joined: Sun Jan 20, 2013 9:29 pm

RE: Real time multiplayer?

Post by Primarchx »

I'd like to see multiplayer from the perspective of co-op play over head-to-head (not that they're mutually exclusive).
Ilias
Posts: 43
Joined: Fri Feb 17, 2017 12:35 pm

RE: Real time multiplayer?

Post by Ilias »

i just realized some heartbreaking thing,
search is lagging (at least lagged in that case),

I have to admit what with helped poke by thewood1 i found developers's team answer about status of the multiplayer
in that topic: fb.asp?m=4234213
which is dated by 2/11/2017 .

You can reproduce issue i got by searching "multiplayer" in "-- Command: Modern Air / Naval Operations" forum
(last answer from dev. team which can be found that way dated 1/17/2014),

Want to say sorry to community and developers about junking the forum by lifting answered question,
hope at least it been useful by giving dev. team the concept idea:
Looks like main question about gameplay, in the theme, is time acceleration.?: would love to see it: with agree confirmation windows poping up at other players when one changing game speed (ability to broadcast the speed change request everyone would have available all the time), and every player would have at any time ability to set x1 speed.
, fb.asp?m=4322677

Awaiting the "Multiplayer update/Add-on"
Hoping real time multiplayer will be realized (and what it will not take 3 years on development :) )
Truly yours, ilias.
Wiz33
Posts: 148
Joined: Wed May 16, 2007 8:00 pm

RE: Real time multiplayer?

Post by Wiz33 »

ORIGINAL: Primarchx

I'd like to see multiplayer from the perspective of co-op play over head-to-head (not that they're mutually exclusive).

Co-op would be easier to implement and would ease up the player load on large scenario. It will also be a bit more realistic. as no one person is really going to give detail instruction for every unit in the theater. +1
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