![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Captain
![]() Join Date: Jan 2004
Posts: 498
Downloads: 2
Uploads: 0
|
![]()
It can be a UBisoft server, or it can be player hosted campaign servers...i dont really care.
The idea is that the server runs 24/7. It creates dynamic convoys and patrols over the course of a campaign(maybe 3 months). Players log in progress through the campaign just like the single player campaign...but not you have the opportunity to run into other players at sea. Wrinkles to iron out: Maintaining flexibility of time so players can use time compression as need. I propose that time be accelerated on a sector by sector basis. That time compression be set to the lowest time multiple of any person within the sector. That convoys, patrols and task forces be stratigically placed/spawned in sectors of ocean in relative close proximity to where players are activly patroling(that doesnt mean you'll have convoys dropped in your lap, you will still need to patrol and cover lots of ocean to find, stumble or be vectored to contacts). All spawned convoys, task forces, patrols will be spawned outside of sensory range of any player in the sector(to prevent "drop-ins" of visible or auditory/sonar or radar contacts out of no where). Time compression will cause some anamolies in day/night cycles and plotting. I suggest that all time be server based and all plottings and time marks be elapsed time...so if you compress time for 18hrs elapsed, but only 3hrs of game time passed, Your clocks will show onlt 3hrs passing, and the day/night cycle will show only 3hrs passing, but your timers will still show the 18hrs passed...mainly for accurate plotting of targets and such. I can also see time compression not being a sector thing, but a sensory range to player thing, where you can time compress all you want, until in sensory range of a player or AI unit that is in sensory range of a player. Once in this range, the fast time compression allowed is the lowest time compression of any player in sensory range of another player, or AI unit within sensory range of another unit. Last edited by nattydread; 08-28-09 at 06:40 PM. |
![]() |
![]() |
|
|