23.07.2014, 21:43
Im progressing well with my current SutD project, so I reached a point where I need to think about essential developement lines.
First heres the setting:
Think about a round based gamemode. Players join, and spawn in a kind of "game lobby", waiting for more players to join. When theres a minimum amount of players ready, they can vote to start the round, or wait for more.
The rounds got no fix time, but it depends on the players how long its gonna take (succeed in a mission, or die and fail, to end the round), but the average time will be somewhere between 30 and 90 minutes. The team of players wont be big. Im thinking of something between 5 and 12 players, but not more.
And heres the decision to make:
Option 1: Once the round is started, the server gets locked. New players cant join, either by setting a password, or by kicking them on join. Players of that round will however be able to rejoin if they lost connection or left the game for whatever reason.
So if someone wants to play, but the round started, he will have to wait. Possibly for 90 minutes (or eventually join a second server for a parallel round, if it exists and isnt running too)
Option 2: Allow new players to join during a round. New players can join anytime until a certain maximum of players is reached. Theyll find their way into the running round, but depending on how long the round is already running it might be harder for them to keep up with the rest as they miss items and all that stuff.
Round difficulty is however adapted to the new amount of players, so the game will be harder for the old players. It might also bring tactical disadvantages for them to have a new member, as they might need to change their strategy and regroup with the new player.
In that case people wouldnt have to wait for a new round, if theres still a slot left, but everyone pays the described price.
As this is a major developement decision, Id just like to hear some opinions on this. Would you rather accept the waiting time, or live with the downside that new players bring with them?
First heres the setting:
Think about a round based gamemode. Players join, and spawn in a kind of "game lobby", waiting for more players to join. When theres a minimum amount of players ready, they can vote to start the round, or wait for more.
The rounds got no fix time, but it depends on the players how long its gonna take (succeed in a mission, or die and fail, to end the round), but the average time will be somewhere between 30 and 90 minutes. The team of players wont be big. Im thinking of something between 5 and 12 players, but not more.
And heres the decision to make:
Option 1: Once the round is started, the server gets locked. New players cant join, either by setting a password, or by kicking them on join. Players of that round will however be able to rejoin if they lost connection or left the game for whatever reason.
So if someone wants to play, but the round started, he will have to wait. Possibly for 90 minutes (or eventually join a second server for a parallel round, if it exists and isnt running too)
Option 2: Allow new players to join during a round. New players can join anytime until a certain maximum of players is reached. Theyll find their way into the running round, but depending on how long the round is already running it might be harder for them to keep up with the rest as they miss items and all that stuff.
Round difficulty is however adapted to the new amount of players, so the game will be harder for the old players. It might also bring tactical disadvantages for them to have a new member, as they might need to change their strategy and regroup with the new player.
In that case people wouldnt have to wait for a new round, if theres still a slot left, but everyone pays the described price.
As this is a major developement decision, Id just like to hear some opinions on this. Would you rather accept the waiting time, or live with the downside that new players bring with them?