Hybrid Turn-base/Real time System Option

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Ciurrioc
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Hybrid Turn-base/Real time System Option

Post by Ciurrioc » Sun Aug 02, 2015 4:35 pm

Game ticks by in cycles aka certain amount of minutes Per tick?

Ship movement occurs in real time on Strat-map albeit at their relative speeds until they
encounter combat situations, at that moment the cycle pauses (FOR EVERYONE), and combat proceeds for
the actors involved. at this point, all other realtime movement is paused although
player are able to continue managing their empire (setting build/research/ movement orders that wont progress
until Combat is over).

in MULTIPLAYER, Combat loaded only appears between the Players involved, others can
watch in they have the appropriate tech or are defeated spectators (Can only view COMBAT)

between AI, the RNG would run as normal, faster and in chunks per say if multiple AI's get in Multiple fights
for Players it would be a turn by turn process with a time limit.

My Gist in this be'th on MP, everyone runs at the same time (more or less) instead of each taking a turn,
ship movememt on the strat map wouldn't be blazingly fast, and for SP users they can simple pause and
empire manage at the pace we all do in Sots 2 and Prime.


Bueno? yes? no? maybe? yes?
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Mecron
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Re: Hybrid Turn-base/Real time System Option

Post by Mecron » Sun Aug 02, 2015 6:07 pm

just a note....there is a MASSIVE difference between a player driven turn based system and a real time clock system no matter how slow its ticking. Continuous ship movement alone would be a complete rewrite of the entire movement system including intercepts, supply and combat initiation.

If you started coding a new game from scratch with this in mind it would be easier.

Ciurrioc
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Re: Hybrid Turn-base/Real time System Option

Post by Ciurrioc » Mon Aug 03, 2015 2:02 am

Yeah sorry Sorry this is a Suggestion for Sots 3 not two :awesome:
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Re: Hybrid Turn-base/Real time System Option

Post by Mecron » Mon Aug 03, 2015 2:56 am

lol phew!

Ciurrioc
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Re: Hybrid Turn-base/Real time System Option

Post by Ciurrioc » Tue Aug 04, 2015 6:02 am

haha no intent to cause alarm :awesome:

Whats your take on it? honestly from a Devs pov any glaring issues you can see out right?
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Re: Hybrid Turn-base/Real time System Option

Post by Mecron » Tue Aug 04, 2015 5:40 pm

well other than adding 30% overhead to the codebase just to start? ;)

Ciurrioc
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Re: Hybrid Turn-base/Real time System Option

Post by Ciurrioc » Wed Aug 05, 2015 4:58 am

:awesome: just saying, in my unregulated opinion the idea is coated in Awesomesauce.
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Re: Hybrid Turn-base/Real time System Option

Post by Mecron » Wed Aug 05, 2015 5:57 pm

Its not terrible other than the layer of complication ;)

Ciurrioc
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Re: Hybrid Turn-base/Real time System Option

Post by Ciurrioc » Wed Aug 05, 2015 6:18 pm

No disputing that, I think my description was overly complicated though, effectively what I'm professing is the Sots version of Empire at war's mechanics. :o

but thanks for giving it a look see.
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Re: Hybrid Turn-base/Real time System Option

Post by Mecron » Wed Aug 05, 2015 8:47 pm

the description is easy...implementation is complicated ;)

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RobAK801
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Re: Hybrid Turn-base/Real time System Option

Post by RobAK801 » Thu Aug 06, 2015 12:10 pm

It reminds me of Star Wars: Empire at War
N* makes me miss my Commadore 64 and my copies of Starflight I + II :(

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