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Sergeant
Oct 21, 2015
83
10
I Have 4 points of discussion here, abt Stellaris Game time!

In my Opinion:
1) There should be an Automatic Pause, during 8 hours of the day when people sleep, BUT
This should be a setting based on ALL in Player's' Agreement; done at the beginning of Game Setup as a Setting.
2) There should be Agreed Time Horizons for each game creation. (Maximum = a day, a week, a month, a season, a year, or unlimited).
3) There should be Agreed Ways of winning the game in the time period of Item#2, Checkboxes, besides obviously losing it: like by being Conquered, where the other one(s) left are winners by default. Also, based on a stalemate or "draw" situation, there could be a Ranking of Scores (based on anyone afterwards who is curious about that).
4) There should be a way of playing catchup, and *Banking* unused Time Segments. (With a maximum of 12 storage game hours, or X hours for example). This would be a disadvantage of Banking it because, that player is "in the past" playing against players "in the future." This is especially true with colonization! The idea is: if a person only plays in the AM, or only plays in the PM, for example because of a life outside of gaming, s/he could increase game speed to 4 hours = 1 hour for example, and in abt 3 to 4 hours (time elapsed during the catchup) be caught up, before the game goes back to 'Normal Game Speed.' When a conflict, a battle, happens - for example, it still happens, whether it's in Normal time, or in Catching up time. The Normal time player would have a more advanced fleet perhaps, if s/he initiated that action because the other player hasn't caught up yet. The catching up time player would have the advantage of information in advance, minus any fog of war, and just time convenience (playing when s/he is available). And, just like a cell phone plan, there is a risk of losing your banked hours. (No rollover).
 
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This has ALL the context.
Seriously though, I'm not sure I understand what you're talking about? I'm guessing you're talking about multiplayer games?
But I need to ask, why would we need a complicated system like this (which I doubt would work for a few reasons anyway, if I'm reading it right), when the usual system of just having the AI run empires not controlled by players works just fine?
I appreciate your creativity, but this seems like the wrong place to put it...
This game isn't an MMO, you know? :D
 
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Yes, this would be for multiplayer game mode. That's what I'm taking about. AI would always operate under normal hrs game time. In single player mode, it's always normal hours, because of a save option, and continue where you left off from. Just to clarify.
 
I don't see how you could program a game where different players are simultaneously at very different points in the timeline. Player A leaves the game for a few hours, intending to catch up later. Player B attacks Player A. What happens? In order for Player B to continue his game, the simulation needs to provide some outcome of the battle. If Player A has the option of coming back a few hours later, playing the battle from his side, and changing the outcome, then the timeline of game is a complete mess.

Maybe if you designed a game from ground up where time travel was the central theme...
 
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I don't see how you could program a game where different players are simultaneously at very different points in the timeline. Player A leaves the game for a few hours, intending to catch up later. Player B attacks Player A. What happens? In order for Player B to continue his game, the simulation needs to provide some outcome of the battle. If Player A has the option of coming back a few hours later, playing the battle from his side, and changing the outcome, then the timeline of game is a complete mess.

Maybe if you designed a game from ground up where time travel was the central theme...

That's a situation where it's to a player's advantage to be caught up, and NOT Bank TOO Many game hours.

Player B will likely win the attack, because being caught up timeline wise, allows a superior force to have been built up. Whereas, not being caught up, Player A has to make due with their inferior force!
 
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