1st turn, all player freedom to pick item/shoping. 2nd turn,

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jingjang
Posts: 47
Joined: August 10th, 2007, 5:51 am

1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by jingjang »

1st turn, all player freedom to pick item/shoping. 2nd turn, game become turnbase

i want wesnoth can do like this;

when the game begin, all player free to move/shop/pick items ....
after his/her done , then his/her click on ready button.

after that, the game is work normal (turnbase)

if wesnoth can do like that. its will save alot of time for some map type.
some map require pick item/shoping . if player can do it at same time then the game is more quickly

sry if im wrong somewhere, english is not my native lang.
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Mica
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Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by Mica »

Can already be done in WML, please look at zookeeper's Pick Your Recruits era for specifics on how to open up the menu on the first turn, and have the second turn start normally.
Mica says one who cheats, cheats himself.

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JW
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Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by JW »

He means simultaneous shopping (for SX games I'm assuming). Can't be done AFAIK.
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governor
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Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by governor »

Mica said it, can be done with WML:

Set the mp of each starting character ridiculously high for the first turn.
After the first turn, change the map and reset values to their normals + shopping.

Up to the (SX?) maintainer to implement this, not the devs.
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Mica
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Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by Mica »

Isn't there a way to use the method that SX uses now to keep the shopping screen open until you're done?
Mica says one who cheats, cheats himself.

You are an Elvish Shyde - Beautiful, natural, and helpful, though sometimes under-appreciated.
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JW
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Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by JW »

governor wrote:Mica said it, can be done with WML:

Set the mp of each starting character ridiculously high for the first turn.
After the first turn, change the map and reset values to their normals + shopping.

Up to the (SX?) maintainer to implement this, not the devs.
No....you don't get it I think. The OP wants all players to simultaneously, meaning during the same moments in time.
some map require pick item/shoping . if player can do it at same time then the game is more quickly
I don't believe WML has thiscapability, and I don't believe any hard-coding has made this possible either.
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governor
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Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by governor »

JW wrote:No....you don't get it I think. The OP wants all players to simultaneously.
You are right, I didn't decrypt the original message properly. The broken English threw me.
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Mica
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Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by Mica »

Oh I see. it's not that bad to wait anyways from what I remember (it's been over a year since I've played SX...)
Mica says one who cheats, cheats himself.

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nnn
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Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by nnn »

Wow, the idea itself is rather cool, it could revelotionise the way of Multiplayer Games.

Lets ignore the fact, that the wesnoth system would have massive problems with "race condition" and internet speed, but immage the following alternate system.

There are 2 Modes:

- In Order Turn Based (Like it is now)
- Simultaneous Turn Based

In the new "mode" all players are able to make commands until they pressed "End Turn" while at the same time seeing posible moves of the other players (if visible of course). (Makes extra problems with the delayed shroud of course).
Next round starts when all non AI Players finished there moves.

So if one player moves somewhere noone else can move there etc. (will posible get a sound and unit moves back like undo)
AI will not take the adventage of "early moves" and moves when all players has ended there turn.

On alot MP Maps there are NO posible interaction in the first turn(s) at least with enemy sides.

Friendly players should be able to chat and make there moves not collide (like both taking the village near home castle)

so for a MP game there are now 3 posible ways to play

1) Like Now
2) In this new mode
3) With a fixed setting of how many turns will be in the new mode, then back to normal.

A MP map maker can easily evaluate how many turns, there can be no enemy interaction with the default eras and can store this value as a suggestion/default

also playing a whole game in this mode could be fun, specialy when playing survival games vs 1 AI, you would be able to overcome the limitations of turn oder, of course this changes the game an reduces kills an interresting aspect when planning moves, but noone is forced to play a survival MAP in this new mode.


OK to be realistic, the current system with things like the RNG or the protocol are posibly not good for this idea, also if one player is in control of more than 1 side, he must be able to control them simultaniously (hot-seet wont work here anyway) but theoreticaly this is posible and has revelutionary potential.

The start of a typically x vs x will speed up alot, without giving the players least time to think, maybe that will boost aceptance of games with more than 2 players. Specialy larger maps like the hexagon in 3v3 mode would win with this setting. In the start phase of a match with lots of players, you dont have much to do but thinking what to recruit. Later even in a 3v3 you have action going on all the time usualy, so the turn system does not makes you just waiting. Also Coorporative gamepplay can be enhanced, when 2 players recruit at the same time/side, Matches vs ai and all the other funny things gives extra bonus to this idea.
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Ken_Oh
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Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by Ken_Oh »

I would love the ability (as an option, not by default) to let others see what one player is seeing, even what options they choose.
Jozrael
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Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by Jozrael »

It seems what you guys want is a real-time strategy game. There's plenty of great ones out there. Wesnoth isn't really one :x.
Skizzaltix
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Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by Skizzaltix »

Could be interesting... Though, if you don't allow the player to see where the enemy units are moving... That could mess planning up. Badly :hmm:

I think what you mean, Jozrael, is that Wesnoth really isn't a RTS game ;)
nnn
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Joined: March 10th, 2008, 4:12 pm

Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by nnn »

Maybe some people want a RTS, ME NOT :D

It can be that you understood me totaly wrong, or maybe not. I captured the orininal idea of the first post, and generalised it.

He JUST wanted a system to reduce the waiting on turn 1 in a MP game, that is far from RTS.

this would maybe be best implemented by not performing actions, but make some kind of orders before ist your turn,
what would be quite cool also.

My idea was, to extend that simultaneous play to a longer period. Usualy it would make NO problems to perform moves at the same time, as long as everyone stays in the FOG (from enemy sides view)

Problem is, that on maps like Isars Cross this is not the case for turn1, because alot factions can recruit units that will see enemy recruits. In this case everyone would like to recruit his/her units last, so the whole thing is not working.

I still think, a system that allows relativ fast games with a bunch of players, with at the same time giving everyone enougth time, to perform strong moves, could be a great advance for wesnoth. And i think, larger maps with more sides suffer most from the opening rounds, where players have to make descisions that affect later game without having interaction.
roadkill
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Joined: November 3rd, 2008, 11:48 am

Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by roadkill »

For 1st turn customisation of characters/shopping there is no reason this can't be done on the choose faction screen (not in game but in the lobby).

Don't know if it is possible now, I haven't seen it (I'm almost certain it isn't).

Some way for scenario creators to add some more/edit existing options, that players can use on the pregame interface, would be a good idea.

Is this possible now/ or being looked into?

*edit*

Also if players want prebuilt characters or even armies for particular types of games (like a no recruitment game), you could have an option on the main menu to go build your pre builds.

If you join a game and you don't have a prebuilt it'll kick you because you don't have a correct prebuilt to play a scenario (like when you don't have the correct faction).

This prebuilt armies functionality could also incorporate a character/army storage function which would allow you to use a persitant army or character through multiple scenarios (possibly even import them to another campaign).

Although I think the ideas below *edit* are a bit far fetched for now.
jingjang
Posts: 47
Joined: August 10th, 2007, 5:51 am

Re: 1st turn, all player freedom to pick item/shoping. 2nd turn,

Post by jingjang »

thx 4 reply

im trying to read & understand all your post ;)

ill learn english when i was born next time ;) if posible
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