Choosing Sides
Posted: Thu Jul 07, 2005 3:41 am
Choosing Sides in MWiF
Here is my first pass at how the multi-player game will be set up. Nothing has been coded yet, so I am completely open to your comments and suggestions. Please don’t get bogged down in the topic of the AI. If it hurts your eyes to read those two letters, just pretend they aren’t there.
There are two opposing sides in MWiF: Axis and Allies. Except when playing solitaire, each side needs a team leader. Within the context of the game, a team leader primarily serves as an administrator. They can also play one of the countries, though that is not required. The purpose for having team leaders is so there is one person who: (1) collects all the decisions (e.g., moves) for his side, updates the game with those decisions, forwards the updated game to his team members, and forwards the decisions and updated game to the opposing team leader, (2) receives all the enemy decisions, updates his game with those decisions, validates that his revised game matches the one sent by the opposing team leader, and sends the updated game on to all the members of his team, and (3) decides who on his team plays each country on his side. The last responsibility enables the team leader to assign someone to step in for a missing player for a turn or two, or to outright replace a player.
Individual players can be assigned to each country on a side. This includes not only the major powers but also any minor powers that join his side during the course of the game. It is up to the team leader to decide whether all the minor countries are played by one person, by several people, or by a unique person for each minor country. The team leader can also transfer his title and responsibilities to another member of the team. This accommodates both the situation where the team leader needs to be absent from play for a period of time as well as the case where the team leader wants to leave the game completely. Some members of the team may not be playing any countries but simply watching the game. Care should be taken to include not just anybody on a team to ‘watch’. The possibility exists that the ‘watcher’ is more than that - serving as a spy who reports everything to the opposing side.
Note that the AI can be assigned to play a country for any duration of time, so the AI is always available to cover for absent players should the team leader so decide. It is intentional that the AI can also be used in the role of a consultant. The team leader could assign the AI to a country, receive the AI’s judgment on what to do given the current position, and then return control of the country to a human player, passing along what the AI ‘recommends’.
One of the team leaders starts the game, choosing the scenario and all the options. Once the options are set, they are locked and cannot be changed. The exception to this rule is if you are playing solo. When the opposing team leader first receives the game, he signs himself in as team leader for his side. At this point, each team leader can send copies of the game to other members of his team, delegating countries to them as he does so.
Every player who is assigned a country, (or countries), has the capability of entering moves for his units and making other decisions relating to his country. When he has done so for the current turn/impulse/phase, he sends them to his team leader. A player is capable of seeing all the units on his team but is only capable of issuing orders to those belonging to his country, or delegated to him by another member of his team. See the next paragraph.
It is possible for a player to temporarily transfer units from his own control to someone else on his team. This gives the receiving player the ability to issue orders for those units. It does not override the restrictions imposed on cooperating powers in the rules! However, it does permit the German player to ‘give’ some units to Italy for use in Northern Africa, as just one example. A corollary to this capability is that a player can delegate responsibility for a portion of his units to another player, even one who is not currently assigned another major power. For instance, the USA player could split his forces into the European and Pacific theaters and have someone else handle one theater of operations while he handles the other. Other divisions of power might be based on unit type with an Admiralty lord or Air marshal being assigned. Note that the player who is playing a major power can always take back control of units of his nationality at any time. Such actions should be done tactfully, but the owning player has the ultimate say and is not responsible to anyone. Be aware that the team leader can always reassign a major power to someone else, so play nice.
The program will maintain an internal database of the players’ names with their passwords and who is playing which countries. The team leaders will be known as Axis and Allies and the Major Powers are Japan, Germany, Italy, USSR, USA, CW, China, and France. Each player will be assigned one or more positions. The available positions are team leaders and Major Powers as well as Watchers and controllers of minor countries. Specifically, the positions are:
Axis, Axis1 - Axis9, AxisW (can be held by more than one player)
Japan, Japan1 - Japan9
Germany, Germany1 - 9
Italy, Italy1 - 9
Allies, Allies1 - 9, AlliesW (can be held by more than one player)
USSR, USA, CW, etc. in the same manner.
A player can be assigned more than one position on a side. Note that being assigned any country gives the player the right to see all the units for his side, so also assigning him watcher status is redundant. MWIF will maintain a list of positions that are filled and by whom. Depending on the scenario, there are positions that must be filled. For example, in the World at Flames 1939 scenario, positions for all the major powers must be filled. As minor countries enter the game, the team leader decides who is going to play those countries. The positions Axis1 - 9 and Allies1 - 9 are for players of minor countries who are not already playing a major power. If the team leader assigns a minor country to a major power, then the minor country’s units are incorporated into that player’s list of controlled units. For example, when Rumania joins the Axis, the Rumanian units could be assigned to Germany, who would then control them just as he does the German units.
When a player loads a saved game, he logs in using his name and password. MWIF then lets him see all the units for his side and to give orders to those under his control. Indeed, MWIF will prompt him to give orders to units he might have forgotten.
A player assigned to a major power can delegate some of his units to be controlled by another player. This does not have to be done by the team leader (other than setting up the new member of the team - see below). The recipient could be playing a major power (e.g., Germany gives some German units to Italy) or an assistant. As example of an assistant, the USA could give units in the Pacific Theater to USA1. The positions USA1 - 9 are available for USA assistants.
The USA can have up to 9 assistants and so can each of the other major powers. Note that it is possible to delegate units such that there is one player controlling all of the naval units for the Allies. Simply have player X assigned to the positions USA1, CW1, France1, and USSR1 and delegate the respective naval units to each of those positions. The goal here is give the players a lot of flexibility in who controls which units and to not impose any undue restrictions. From the perspective of MWIF, every unit is assigned to one and only one position and each player holds one or more positions. This logic chain lets MWIF know who should be giving orders to any particular unit and also which units each player controls.
The original owner of a group of units (that is always a major power) can reclaim his units at any time. He simply does that at the start of a turn, impulse, or phase. Once he has reclaimed them, his orders will prevail and orders (if any) from the player who had previously controlled them will be ignored.
The team leader (Axis or Allies) are the only players (positions) who can add new players to a side. When they do so, a password will be automatically generated by MWIF and reported to the team leader. The team leader will have to communicate the password to the new player so he can log in.
Many of the decisions in MWIF are not related to units per se. For example, production and declaring war are actions taken by a major power. For these decisions, MWIF will ask the player who controls the major power to make the decisions. Decisions on initiative rerolls and some diplomatic actions will under the control of the team leader.
The structure of the player database is: Player Name, Password, List of Positions. The structure of the units control database is: Unit #, Position that controls the unit. MWIF will generate internal structures of: (1) Position, List of units, and (2) Player, List of units.
So, whadda ya think?
Here is my first pass at how the multi-player game will be set up. Nothing has been coded yet, so I am completely open to your comments and suggestions. Please don’t get bogged down in the topic of the AI. If it hurts your eyes to read those two letters, just pretend they aren’t there.
There are two opposing sides in MWiF: Axis and Allies. Except when playing solitaire, each side needs a team leader. Within the context of the game, a team leader primarily serves as an administrator. They can also play one of the countries, though that is not required. The purpose for having team leaders is so there is one person who: (1) collects all the decisions (e.g., moves) for his side, updates the game with those decisions, forwards the updated game to his team members, and forwards the decisions and updated game to the opposing team leader, (2) receives all the enemy decisions, updates his game with those decisions, validates that his revised game matches the one sent by the opposing team leader, and sends the updated game on to all the members of his team, and (3) decides who on his team plays each country on his side. The last responsibility enables the team leader to assign someone to step in for a missing player for a turn or two, or to outright replace a player.
Individual players can be assigned to each country on a side. This includes not only the major powers but also any minor powers that join his side during the course of the game. It is up to the team leader to decide whether all the minor countries are played by one person, by several people, or by a unique person for each minor country. The team leader can also transfer his title and responsibilities to another member of the team. This accommodates both the situation where the team leader needs to be absent from play for a period of time as well as the case where the team leader wants to leave the game completely. Some members of the team may not be playing any countries but simply watching the game. Care should be taken to include not just anybody on a team to ‘watch’. The possibility exists that the ‘watcher’ is more than that - serving as a spy who reports everything to the opposing side.
Note that the AI can be assigned to play a country for any duration of time, so the AI is always available to cover for absent players should the team leader so decide. It is intentional that the AI can also be used in the role of a consultant. The team leader could assign the AI to a country, receive the AI’s judgment on what to do given the current position, and then return control of the country to a human player, passing along what the AI ‘recommends’.
One of the team leaders starts the game, choosing the scenario and all the options. Once the options are set, they are locked and cannot be changed. The exception to this rule is if you are playing solo. When the opposing team leader first receives the game, he signs himself in as team leader for his side. At this point, each team leader can send copies of the game to other members of his team, delegating countries to them as he does so.
Every player who is assigned a country, (or countries), has the capability of entering moves for his units and making other decisions relating to his country. When he has done so for the current turn/impulse/phase, he sends them to his team leader. A player is capable of seeing all the units on his team but is only capable of issuing orders to those belonging to his country, or delegated to him by another member of his team. See the next paragraph.
It is possible for a player to temporarily transfer units from his own control to someone else on his team. This gives the receiving player the ability to issue orders for those units. It does not override the restrictions imposed on cooperating powers in the rules! However, it does permit the German player to ‘give’ some units to Italy for use in Northern Africa, as just one example. A corollary to this capability is that a player can delegate responsibility for a portion of his units to another player, even one who is not currently assigned another major power. For instance, the USA player could split his forces into the European and Pacific theaters and have someone else handle one theater of operations while he handles the other. Other divisions of power might be based on unit type with an Admiralty lord or Air marshal being assigned. Note that the player who is playing a major power can always take back control of units of his nationality at any time. Such actions should be done tactfully, but the owning player has the ultimate say and is not responsible to anyone. Be aware that the team leader can always reassign a major power to someone else, so play nice.
The program will maintain an internal database of the players’ names with their passwords and who is playing which countries. The team leaders will be known as Axis and Allies and the Major Powers are Japan, Germany, Italy, USSR, USA, CW, China, and France. Each player will be assigned one or more positions. The available positions are team leaders and Major Powers as well as Watchers and controllers of minor countries. Specifically, the positions are:
Axis, Axis1 - Axis9, AxisW (can be held by more than one player)
Japan, Japan1 - Japan9
Germany, Germany1 - 9
Italy, Italy1 - 9
Allies, Allies1 - 9, AlliesW (can be held by more than one player)
USSR, USA, CW, etc. in the same manner.
A player can be assigned more than one position on a side. Note that being assigned any country gives the player the right to see all the units for his side, so also assigning him watcher status is redundant. MWIF will maintain a list of positions that are filled and by whom. Depending on the scenario, there are positions that must be filled. For example, in the World at Flames 1939 scenario, positions for all the major powers must be filled. As minor countries enter the game, the team leader decides who is going to play those countries. The positions Axis1 - 9 and Allies1 - 9 are for players of minor countries who are not already playing a major power. If the team leader assigns a minor country to a major power, then the minor country’s units are incorporated into that player’s list of controlled units. For example, when Rumania joins the Axis, the Rumanian units could be assigned to Germany, who would then control them just as he does the German units.
When a player loads a saved game, he logs in using his name and password. MWIF then lets him see all the units for his side and to give orders to those under his control. Indeed, MWIF will prompt him to give orders to units he might have forgotten.
A player assigned to a major power can delegate some of his units to be controlled by another player. This does not have to be done by the team leader (other than setting up the new member of the team - see below). The recipient could be playing a major power (e.g., Germany gives some German units to Italy) or an assistant. As example of an assistant, the USA could give units in the Pacific Theater to USA1. The positions USA1 - 9 are available for USA assistants.
The USA can have up to 9 assistants and so can each of the other major powers. Note that it is possible to delegate units such that there is one player controlling all of the naval units for the Allies. Simply have player X assigned to the positions USA1, CW1, France1, and USSR1 and delegate the respective naval units to each of those positions. The goal here is give the players a lot of flexibility in who controls which units and to not impose any undue restrictions. From the perspective of MWIF, every unit is assigned to one and only one position and each player holds one or more positions. This logic chain lets MWIF know who should be giving orders to any particular unit and also which units each player controls.
The original owner of a group of units (that is always a major power) can reclaim his units at any time. He simply does that at the start of a turn, impulse, or phase. Once he has reclaimed them, his orders will prevail and orders (if any) from the player who had previously controlled them will be ignored.
The team leader (Axis or Allies) are the only players (positions) who can add new players to a side. When they do so, a password will be automatically generated by MWIF and reported to the team leader. The team leader will have to communicate the password to the new player so he can log in.
Many of the decisions in MWIF are not related to units per se. For example, production and declaring war are actions taken by a major power. For these decisions, MWIF will ask the player who controls the major power to make the decisions. Decisions on initiative rerolls and some diplomatic actions will under the control of the team leader.
The structure of the player database is: Player Name, Password, List of Positions. The structure of the units control database is: Unit #, Position that controls the unit. MWIF will generate internal structures of: (1) Position, List of units, and (2) Player, List of units.
So, whadda ya think?