ORIGINAL: HanBarca
I presume FtF stands for "Face to Face"
Yes HanBarca it Stands for Face to Face or players within close physical proximity to each other.
HanBarca have you ever played a FtF game before?
Moderator: MOD_EIA
ORIGINAL: HanBarca
I presume FtF stands for "Face to Face"
ORIGINAL: timewalker03
ORIGINAL: HanBarca
I presume FtF stands for "Face to Face"
Yes HanBarca it Stands for Face to Face or players within close physical proximity to each other.
HanBarca have you ever played a FtF game before?
Funny that you say that Marshall, with the use of voice communication now available game turns would move closer to FtF speed. Using a Ventrilo or Teamspeak server aids in this because of realtime communication. Also why does everyone think that you can't find 7 people who would be dedicated to play. Are people you know and play with that unreliable?ORIGINAL: Marshall Ellis
Wow! Careful HanBarca, we're aging ourselves. I think my first FtF was ~77 and it was "Victory in the Pacific".
Curious about IP FtF ...
How long would a session be?
Could 7 people sit at their PCs for 1, 2, 3 hours?
What happens when the phasing player goes to dinner, drops a connection?
EiANW will require all players to be present if it is to move. It's not like a first person shooter where the game can move on if a player drops out. I can see a lot of frustration in this area. I saw a lot of frustration in this area from PBEM alone. There is a lot of messaging between players that are collaborating which would delay a turn. I guess what I am trying to say is that I've seen very little in EiA move fast. The more humans, the slower the game. This has little to do with the technology.
ORIGINAL: Marshall Ellis
Wow! Careful HanBarca, we're aging ourselves. I think my first FtF was ~77 and it was "Victory in the Pacific".
ORIGINAL: Marshall Ellis
Wow! Careful HanBarca, we're aging ourselves. I think my first FtF was ~77 and it was "Victory in the Pacific".
Curious about IP FtF ...
How long would a session be?
Could 7 people sit at their PCs for 1, 2, 3 hours?
What happens when the phasing player goes to dinner, drops a connection?
EiANW will require all players to be present if it is to move. It's not like a first person shooter where the game can move on if a player drops out. I can see a lot of frustration in this area. I saw a lot of frustration in this area from PBEM alone. There is a lot of messaging between players that are collaborating which would delay a turn. I guess what I am trying to say is that I've seen very little in EiA move fast. The more humans, the slower the game. This has little to do with the technology.
Right, but being a programmer myself I understand that this would require a totally new game engine.A TCP/IP implementation is best served by a client server model. The server should preferable be online 24/7, then at anytime any player could log in to the server see where the game is up to. All game mechanisms should be run on the server and the players machine should only act as an interface to provide input and output to the players in essence it would be a hotseat game with a remote interface over TCP/IP
except the fact that there are 6 guys waiting online for you to come back from dinnerIn such implementation nothing then stops you or anyone else to have a break to go make food or do some work.
Maybe playing France with no allies, but if you're Austria in a coalition of 3 players it's going to take a lot more.With a 4-5 minutes average turn time (most turns except land and economy is usually quite quick, in peace time you often do nothing)
Right, but the price is high....A game played on a server would also limit the possibility of certain types of cheats.
ORIGINAL: HanBarca
Right, but being a programmer myself I understand that this would require a totally new game engine.A TCP/IP implementation is best served by a client server model. The server should preferable be online 24/7, then at anytime any player could log in to the server see where the game is up to. All game mechanisms should be run on the server and the players machine should only act as an interface to provide input and output to the players in essence it would be a hotseat game with a remote interface over TCP/IP
ORIGINAL: HanBarca
In such implementation nothing then stops you or anyone else to have a break to go make food or do some work.
except the fact that there are 6 guys waiting online for you to come back from dinner
With a 4-5 minutes average turn time (most turns except land and economy is usually quite quick, in peace time you often do nothing)
Maybe playing France with no allies, but if you're Austria in a coalition of 3 players it's going to take a lot more.
Moves must be coordinated , strategic objectives must be decided, depot placement assessed, money and promises exchanged...All these while the others 4 players are waiting online for you to come back from discussion.
ORIGINAL: HanBarcaA game played on a server would also limit the possibility of certain types of cheats.
Right, but the price is high....
ORIGINAL: Grognot
(2) the differing transport mechanisms. PBEM, in fact, does use TCP/IP. Considering that with the small player base of a niche, complicated wargame not well-suited to Ritalin addicts, you're probably going to have substantial delays *anyway*, it's not clear that PBEM itself causes any problems whatsoever unless you're using a poor e-mail system which regularly delays mail or loses attachments.
And, since you don't actually have to use e-mail to transfer the .pbm files, but can use the transport mechanism of your choice (CVS, for instance), that's not really a problem that requires an in-game solution, either.