ORIGINAL: davidachamberlain
Makes sense since this goes beyond tech support.
Here is my recent posting in the other thread with my opinion:
I am not sure if that is a question about how the game is played, but more on how it should be played. I believe the design goal was to simulate much of the tabletop game.
A team (Axis/Allies) will simultaneously work through the impulses of the phases to get to the point where action would be triggered by the opponent players.
For the most part, that is how things happen now with 2 player. The addition of more players should not change that, but there will need to be more processing to assimilate the moves of multiple players on a team before communicating the updates to all players.
With that in mind, I don't think that this would be much of a problem.
Regarding your point about not needing to be online while different theatres are in play, I have to disagree. The way the tabletop game is played, everything for a phasing team happens at once. You can not really have things going in one theatre without the others. Turns end on a die roll (for the entire game). Actions on each side happen simultaneously. Russia needs to care to some extent on what is happening in China/Japan as US needs to care about what is happening in the Pacific and Europe. Germany needs to care about what is happening on both their fronts, so even though in early stages, the US might not have a direct impact on what happens in Russia, that will start to occur at some point.
This is not a game multiple timelines dealt with independently. US and UK actions will often occur in multiple theatres after the US is fully in the game and even occasionally before that time.
Unless there is the ability to transfer responsibilities between players on the same side, it is an all hands on deck requirement. That may make this player re-assignment requirement something that needs additional thought at some point.
In response to your point about playing the game when players are missing, though I agree with the rationale behind it, it would require this to be a different game. Tabletop WIF was all about simultaneous multi-theatre play. When someone was missing, someone else would cover their moves. You really could not just stop the action in one theatre and continue in another.
I think this is a design principle, like it or not, that needs to continue. Otherwise, it becomes a Doctor Who adventure with time and space rules violations.
IMHO.
Dave
Most of this is covered in my design specifications for NetPlay for 6 players. To wit:
One player for each side is "team leader". He accumulates all the moves for his side and once everyone is done, the whole set is sent to the other side. For instance, in the Production phase both sides make their build decisions simultaneously, but no information as to what those builds are is exchanged until everyone is done with Production. Simultaneous decisions come up several times in a game: Trade Agreements.
It is always possible for one player on a side to disconnect once he has completed his decisions (e.g., during Land Movement) and the other player(s) on his side can continue moving units. Although all players will have to be on-line for the next phase of the game.
I recently added the ability to 'Review' NetPlay games off-line. You can't make any decisions off-line, but you can figure out what you want to do the next time you're the phasing side (for instance). That should help players get a "fast start" when they resume a game. When playing over the board there was oftentimes a 'lost' hour while the players who had to travel to get to the game reviewed the board and reacquainted themselves with what was happening around the world.
[My opponent insisted that we always halt the game with him to move next - I hosted. That was because he far too often returned a week later to find that I had planned out "the perfect move". What really exacerbated the situation was that whoever moved last usually was making decisions late at night when they were tired.]
Before starting work on NetPlay for 6 players, I'll open a thread to discuss all the various possibilities for making the game play as fast as possible/reasonable. But that won't be for e while yet.