ORIGINAL: moopere
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.
Yep, and this is what the TCP/IP promoters seem to have missed. If you send me an email right now I'll likely get it within the next 30 seconds. Logically then, if all 7 players are gathered at their PC's right now we can play the game using the PBEM infrastructure but in 'real time' just as quickly as if there were a direct client to client network based system implemented.
I'd like to see someone actually tell me -how- the much hyped TCP/IP direct play model is faster or better? We might actually be arguing over interface in my humble opinion, the assumption possibly being that a TCP/IP implementation would hide from players all the work currently required with attachments and files.
Cheers, M.
Yep, and this is what the TCP/IP promoters seem to have missed. If you send me an email right now I'll likely get it within the next 30 seconds. Logically then, if all 7 players are gathered at their PC's right now we can play the game using the PBEM infrastructure but in 'real time' just as quickly as if there were a direct client to client network based system implemented.
I'd like to see someone actually tell me -how- the much hyped TCP/IP direct play model is faster or better? We might actually be arguing over interface in my humble opinion, the assumption possibly being that a TCP/IP implementation would hide from players all the work currently required with attachments and files.
Cheers, M.
The difference of having TCP/ip play is that it would be real time and not send a turn and wait days for next turn. TCP/IP would create an environment that is more like playing the FtF variety of the game which was and is more fun than the sterile PBEM way of playing. You could also add a voice server into the mix and talk to each other as the game is going. That is the way I would play. Live game one or twice a week and enhancing with Ventrilo voice communication along with the live game.