I'd prefer it be somewhat like how the timer currently works; either  
its "off" or you press a button and it opens up the diplomacy settings  
pane. Currently FFA games (with diplomacy) are extremely rare and I  
suspect average users wouldn't use them; forcing them "emulate" the  
regular settings would likely confuse them. I do have a worry that new  
users coming from other games might not understand that diplomacy  
isn't a main focus of the game and start off by toying with them.



On 17-Feb-10, at 1:55 PM, jeremy rosen wrote:

>>> 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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