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Old 08-28-09, 06:45 PM   #4
donut
The Old Man
 
Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
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Please explain how this can be incorperated, online ??

nattydread
I suggest this with each release of SH...Persistent Online Campaign!
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 accelerate time as need.

I propose that time be accelerated on a sector by sector basis. That time acceleration 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 acceleration 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 even if you accelarate for 18hrs elapsed, if only 3hrs of game time based, thats what your clocks will show, thats what the day/night cycle will show, but your timers will still show the 18hrs passed...mainly for accurate plotting of targets and such.
Not intended to be off topic, but players need to know/understand advantages.

Last edited by donut; 08-28-09 at 07:45 PM.
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