Dynamic Ingame Alliances

Dynamic Ingame Alliances

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CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Dynamic Ingame Alliances

Post by CaptainMaim »

I was wondering, would it be possible to setup some sort of secondary/trinary alliance system? TA had Teams and Allies. The use of these two independant systems allowed players to setup some really complex alliances schemes.

Also with just allies set as they were in TA, players could be allied to everyone without making everyone else allies to eachother.

I'm just wondering if someone could implement an ingame alliance system like Old TA had. I mean in addition to team numbers or alliance numbers. Don't know what you'd call that... Maybe just "Friends?" or... Um.. Some other word that means friend/ally/teammates...

I'm just asking, cause then I could setup alliances where I'm allied to two people who hate eachother. (My original idea was to setup a stargate network with a player who's friends to everyone... So that way the gates are always unharmed during the startgate wars.) (I'd have to check though if allies stargates will let players move through them.)

Any takers?
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Dynamic Ingame Alliances

Post by zwzsg »

CaptainMaim wrote:(I'd have to check though if allies stargates will let players move through them.)
You will need to change a few #define to TRUE at the top of .bos and recompile.

Yeah, games where the friends of your friends are your enemies, althought rarely used, are a very interesting concept.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

This would also be useful in other ways. For instance, I once played a 2v2 on Wide Open Combat. My teammate had to leave, and then I did (to haff mein tea). I just left Spring running so that they could have fun wrecking my bases (my ally gave me his base before leaving) whilst I was off eating. If you could cancel alliances, I could have left for said meal while the other two could have simply turned on each other, which would be interesting.
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Breakable non transitive alliances is already possible in spring its just the gui and lobby that doesnt expose the capacity.
Liam
Posts: 93
Joined: 02 Nov 2004, 22:43

Post by Liam »

maybe you could add it as a command, .ally <team number> or something
CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Post by CaptainMaim »

Why not .ally <player #> Or <Player name> instead?
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I would like to revive this topic as it is relevant to my interests. Could there be a mod defined or host defined tag to unveil this feature and allow it use ingame? I have a few mod variant concepts which would benefit.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Please keep this in one of the two feature request threads already open about it, I don't think a third thread about the same subject is necessary.

http://spring.clan-sy.com/phpbb/viewtopic.php?t=9141
http://spring.clan-sy.com/phpbb/viewtopic.php?t=9132
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