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Multiplayer

PostPosted: Thu Jun 13, 2013 6:08 pm
by xABSOLUTIONx
give us the power to make custom games, not just randomly generated options

well, at least at some point

Re: Multiplayer

PostPosted: Thu Jun 13, 2013 8:54 pm
by Killrob
How would custom games not be in the favor of the player who comes up with the stats? I mean they probably already have a rough engine in mind when setting things up.

Re: Multiplayer

PostPosted: Thu Jun 13, 2013 10:10 pm
by xABSOLUTIONx
add the basics, not % stats

like -
year built
turbo or N/A
runs on unleaded

so on

Re: Multiplayer

PostPosted: Thu Jun 13, 2013 11:22 pm
by WizzyThaMan
Oviously this will be in, it only takes time. Multiplayer has just been in for 1 month now and the game is not even close of being ready. Probably unneeded suggestion, but good that you are thinking about it.

Re: Multiplayer

PostPosted: Thu Jun 13, 2013 11:42 pm
by xABSOLUTIONx
Wizzy, i have been around long enough to know, what to suggest and what not to suggest and what is under discussion :)

Re: Multiplayer

PostPosted: Fri Jun 14, 2013 1:32 am
by Killrob
It's not obvious that this will be in, Wizzy, so far none of you has told me how this would actually be balanced. (and/or more fun that the randomized scenarios)

Re: Multiplayer

PostPosted: Fri Jun 14, 2013 1:45 am
by xABSOLUTIONx
sorry Killrob, but i don't really see how randomized scenarios can be balanced, im sure you'll figure it out, but as of now, i do believe that set input stuff from the player + randomized stats is the way to go

Re: Multiplayer

PostPosted: Fri Jun 14, 2013 2:28 am
by Daffyflyer
They're balanced because NONE of the players have an advantage as they're all subject to the same set of requirements that none of them had a hand in choosing. I can't see how random sets of stats would favor a specific player, nor will they give one player more time to think up a design than all the others, the stats are equally a suprise to all players.

Also I think Killrob may have somewhat more knowledge of if it's balanced or not considering he's been playing, and infact balancing it for the past few weeks, I'd be reserving your judgement until it's actually released, but best I can tell its currently both fun and fair to all players.

Re: Multiplayer

PostPosted: Fri Jun 14, 2013 2:47 am
by xABSOLUTIONx
and please tell me, who would have advantage if the engine must be built in 1996, must be running 95RON and must be N/A?

just my 2 cents

Re: Multiplayer

PostPosted: Fri Jun 14, 2013 2:57 am
by Der Bayer
The one who makes this stuff up does, because he knows what's going to happen a few seconds earlier than the others. So the host can already prepare a strategy. This can make a huge difference in the game and can decide about winning or not.

Re: Multiplayer

PostPosted: Fri Jun 14, 2013 4:24 am
by Killrob
Very true, and exactly what I'm concerned about.

What I could see working on the other hand would be some kind of dungeon master mode where one player designs a scenario but is not allowed to play him-/herself. That would be balanced, but also somewhat more difficult to implement.

Regarding balance, a perfect anecdotal example of how randomized scenarios are balanced is a round we played with 4 people in a truly horribly balanced random scenario:
1st: 6980 points
2nd: 6950 points
3rd: 6910 points
4th: 6840 points

Even with such a poorly generated random scenario, the game is perfectly balanced because everyone has exactly the same problem and the same circumstances for solving it.

Re: Multiplayer

PostPosted: Fri Jun 14, 2013 4:54 am
by WizzyThaMan
What about, loading the game first, then as soon as everyone is loaded, make a count down timer that counts from 5 to 0 and then loads in and shows the limitations for the engine?

Re: Multiplayer

PostPosted: Fri Jun 14, 2013 5:04 am
by Killrob
I don't know what you mean by that? Under what circumstances? How does that solve the host vs. balance problem?

Re: Multiplayer

PostPosted: Fri Jun 14, 2013 5:56 am
by xABSOLUTIONx
so everyone can think of a design, 5-10sec is quite enough for an experienced player

edit: should go into difficulity modes, like normal and expert, expert being with player chosen points

edit2: player only chooses parameters without numbers, numbers still should be random

Re: Multiplayer

PostPosted: Fri Jun 14, 2013 3:34 pm
by Daffyflyer
That doesn't get over the fact that the person who sets the scenario will also be able to set something that they KNOW they have a known solution for, I don't understand what problem you're trying to solve by allowing players to define limitations.