good point.

that was more or less why I meant by "emulating" but you said it way
more clearly than I did

it's important to provide GUI tools to use the old alliance system,
but internally we will use the new one to make it work

On Sat, Feb 20, 2010 at 9:37 AM, Noy <[email protected]> wrote:
> 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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>
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