Joining after startup
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- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
Joining after startup
How difficult would it be to allow players to join a game in progress? I've been playing a lot of netPanzer recently, which is based on players entering and leaving at any time, any is remarkably fun despite having an engine that is quite primitive compared to Spring.
Re: Joining after startup
Well there's the key...spring has a huge number of variables that causes it to be difficult to synch a new user partway through a game.FoeOfTheBee wrote:which is based on players entering and leaving at any time, any is remarkably fun despite having an engine that is quite primitive compared to Spring.
Well, that and to prevent mutual d-gunning. After all, in Game Ends it's meaningless - who cares if you lost a bunch've crap, your Comm is dead. In Continues, it made the game super-hard to balance, since it took a long time to learn to survive the commrush. In Deathmatch? It adds a lot to the game. Obviously, it was easy to completely bork a deathmatch game once a single player conquered the map, he'd rapidly rack up the kills for victory... but in a lot of cases it was pretty fun if you were just a bunch of n00bs messing around.NOiZE wrote:LOLPxtl wrote:Somebody never played Deathmatch OTA - that was the actual reason for the huge comm-death-explosion.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Oh, well when does that ever happen? I thought Spring never crashes.Guessmyname wrote:Until the server crashes, of courseREVENGE wrote:Could create some [very] interesting gameplay: a large persistent server that hosts a huge map, with some special lua enhanced tactical objectives and stuff like that.KDR_11k wrote:When resync is done that should be easy.