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Multiplayer finally...?

Posted: Sat Sep 09, 2023 11:31 am
by lumiere
Devs in Twitter: "MP is the next big step in #CMO after 64-bit/DX11"
https://twitter.com/CommandDevTeam/stat ... 79198?s=20

I'm really interested in how they deal with the time compression in long duration scenario.

Re: Multiplayer finally...?

Posted: Mon Oct 02, 2023 7:14 pm
by StellarRat
The best way to handle that IMO is to send a message to all players that someone has proposed to go to X speed. If the other players agree than the game speeds up / slows down until a critical event of some kind (new detection, etc...) sends it back to 1x speed.

Re: Multiplayer finally...?

Posted: Tue Oct 31, 2023 7:07 am
by wrgmlvr
Need a server to control speeds

Re: Multiplayer finally...?

Posted: Wed Nov 01, 2023 12:39 pm
by lumiere
FYR Multiplayer feature discription for PE:
https://command.matrixgames.com/?p=5076
Being a WEGO type, play flow is broken down into simultaneously-resolved turns (those familiar with Combat Mission or BSG:Deadlock will feel right at home). All players submit their orders and then the scenario state advances over the specified turn duration. During execution, the players (optionally) receive snapshots of the scenario progression in order to visualize what is happening.

Both the time available to issue orders (described as Order Submission Time or OST) and the actual step duration (described as Variable Turn Time or VTT) can change dynamically from one turn to another. This allows incorporating into the same session both long-duration events with minimal player intervention (e.g. a long transits) and also rapid action events where player intervention is frequent (e.g. close combat). Changing the OST value allows for providing the players with ample time to consider their decisions (in an MBX-style game) or, conversely, placing them under very limited available time to increase pressure.

Both umpire and observer roles are supported. The umpire has complete “God powers” (ie. access to all scenario-editor features), and has two chances per turn to use them: First, immediately after all players commit their orders but before the turn is executed (at that point he can also change any of the player orders to his whim), and then again right after the turn execution and before players resume control. He can also change the OST and VTT durations as desired, as well as force-commit all players (no laggards!). If no player takes the umpire mantle, the pre- and post-turn adjudication phases are skipped altogether. The observer role has the same omniscience powers as the umpire, but lacks its omnipotence – he can only watch.

Re: Multiplayer finally...?

Posted: Thu Nov 02, 2023 3:15 pm
by Dimitris
This is the WEGO-style MP.

The feature in preparation for CMO is real-time.

Re: Multiplayer finally...?

Posted: Fri Sep 27, 2024 9:36 pm
by Cajer
Any info on when roughly to expect multiplayer?

Re: Multiplayer finally...?

Posted: Sat Sep 28, 2024 1:53 am
by Kushan04
Cajer wrote: Fri Sep 27, 2024 9:36 pm Any info on when roughly to expect multiplayer?
Command PE will be getting real-time multiplayer in the upcoming 2.4 update. ETA is very soon.

No update when it'll be added to CMO.

Re: Multiplayer finally...?

Posted: Sat Sep 28, 2024 3:52 pm
by tylerblakebrandon
Kushan04 wrote: Sat Sep 28, 2024 1:53 am
Cajer wrote: Fri Sep 27, 2024 9:36 pm Any info on when roughly to expect multiplayer?
Command PE will be getting real-time multiplayer in the upcoming 2.4 update. ETA is very soon.

No update when it'll be added to CMO.
I'm looking forward to this feature but I'm in no rush as I'd rather wait longer for a better experience and given initial release in PE, pro users will help irons out the kinks before commercial release.