>> interesting point, here is what I'm currently thinking : if players
>> declare a FFA, no alliance, before game they could "force" it via map
>> options or agree to that. Worse happen, we could allow the host to
>> set/lock alliance before the game (just as the host sets the teams
>> currently)
>
> I guess I am not understanding where this system would be used properly.  I
> had imagined that it would only be used in FFA (that is, a game where
> players do not start on any team) games, as "team games" already have
> clearly defined teams.  Is this intended to replace the normal team
> structure for "stock" 2v2 maps, for example?  I'm not sure how that would
> work, as changing the teams completely changes the balance of the maps.  If
> it is not intended to be used to allow alliances and shared victory in a
> multiplayer free-for-all game, then when can it be used?
>

well, I intended to have it be the default the "old alliance" system
can be obtained by setting/locking the right set of parameters.

so the separation between FFA and team game would not exist per-se in
the game engine.

Instead the host can set/lock any parameters at game creation time. So
the host can emulate the old way if he wants to (we could provide
shortcuts to make that easy, but the idea stays)

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