#3410749 - 10/15/11 02:34 PM
Re: Co-op campaign?
[Re: Flexman]
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**DONOTDELETE**
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BANITA
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ROTFLMAO Richard, what is harder for you to do-all avionics and targeting systems,or artificial intelligence and dynamic campaign?
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#3410871 - 10/15/11 06:05 PM
Re: Co-op campaign?
[Re: WynnTTr]
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**DONOTDELETE**
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BANITA
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Its only joke, nvm
Last edited by BANITA; 10/15/11 07:16 PM.
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#3410954 - 10/15/11 09:13 PM
Re: Co-op campaign?
[Re: Flexman]
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Joined: Jan 2009
Posts: 24
gO_oSe
Junior Member
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Junior Member
Joined: Jan 2009
Posts: 24
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Operation Ouroborus (why couldn't we pick something I can spell?) is a fully dynamic game loosely based on work published by physicist Sean Gourley on the mathematics of war and rules of insurgency. As a system it scales from the size of a shoebox to whole nations. Multi-player is something you can use or not, the local game is running regardless of your host status or even if you've backed out to the main menu. The game core once launched is always ticking away unless paused (we may have to pause for client hot joins). So yes you'll be able to fly solo or with friends and change at any time. We won't be able to handle server migration (not without some effort).
Every flight will effect the game, and quite possibly even a single kill might flip a zone for or against your efforts (cow kills won't count).
The Prologue (paybeta) won't have a campaign, just a set of challenges and whatever else we have time to add as we roll out. You get a chance to support the completion effort and help us improve our game.
You'll see a roadmap and more details when we post on the web-site. Hello Flex, just a few questions before to finish my bottle of wine : - That's means a dedicated server will not planned for the online coop campaign ? - How many people will allowed to be connected in the same time for this ? (Leadwerks bandwidth limitation ?) As usual, i beg your pardon my poor english ... Best regards for the Tricubic team ! PS : Have a nice day ? :P
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#3411287 - 10/16/11 01:05 PM
Re: Co-op campaign?
[Re: gO_oSe]
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Joined: Oct 1999
Posts: 1,268
Flexman
Member
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Member
Joined: Oct 1999
Posts: 1,268
Leeds, England
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Hello Flex,
just a few questions before to finish my bottle of wine :
- That's means a dedicated server will not planned for the online coop campaign ?
- How many people will allowed to be connected in the same time for this ? (Leadwerks bandwidth limitation ?)
As usual, i beg your pardon my poor english ...
Best regards for the Tricubic team !
PS : Have a nice day ? :P
- You are correct, a dedicated server is not required for co-op multiplayer. I've programmed a client/server architecture. Internally the Apache is a host and crewmen are considered clients. - We are using Raknet for the multi-player layer, not Leadwerks. Raknet is used in many PC and console games. Tried, tested and easy to use. I don't know how many clients could be supported until we do some stress testing there. I will probably clamp it to an arbitrary number that would ensure a good player experience and add a command line override for those that want to get around it, at their own risk. It's not meant to be a huge multiplayer experience, a shared one with 2 to 4 players for a typical session but it might stretch to 8 or more, the arrangement of players make a big difference to my computed bandwidth. Individual Apaches vs crewed Apaches is a big difference due to the state information that needs to be transferred. See how it goes. Regards to all @CheckSix
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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