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[Suggestion] Time limit

By on November 27, 2009 1:28:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Krouv

Join Date 03/2006
+3

First of all, let me begin by saying that I haven't preordered diplomacy (perordering is something I rarely do). However, the talk of faster game settings has got me thinking. One of the problems with sins multiplayer (for me and doubtlessly for many others) is the length of games. A quick 1v1 battle is still tolerable, though sometimes it can stretch to as much as two hours if the players are evenly matched; when you reach larger amounts of players and bigger maps, however, things start to get icky.

What I suggest is to implement a game mode that has a fixed time limit. At the limit of the timer (which will of course be a selectable and adjustable option at the beginning of the game), the game will end and the victor will be decided according to certain objectives. The tricky part is deciding what elements could determine victory. Number of planets controlled seems like the most obvious one, but it doesn't add much in the way of new and intersting gameplay. Perhaps a better system would be to have certain space-objects (planets, asteroids etc) grant victory points to the team that holds it. These objectives would grant a certain amount of points per second, and the team with the most points at the end wins. Obviously, there will always be the option of simply eliminating the opponent from the game in order to achieve victory.

Such a system will change the face of multiplayer quite considerably. If successful, online matches would become quick and intense, as each team frantically reaches for more points as the timer counts down. In my opinion, it would make multiplayer matches more interesting and accessible, as it will guarantee fast and decisive action.

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November 27, 2009 2:17:06 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What you are suggesting would be similar to "take, and hold". Cap certain number of key worlds, and hold them for x amount of time. If number is capped a victory countdown would begin.

Also you can have a fixed time limit. and victor would be determined by a combination of factors. Like worlds capped. Enemy ships killed vs How many of your ships that survived. How much research. Etc. etc.

Can also do cap ship assasination. a finite amount of pre built caps, and your goal is to kill as many or all enemy caps while protecting your own.

There are many options that can be done for "fast" MP games.

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November 27, 2009 4:10:00 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The problem with time limit games is that victory and defeat can often seem arbitrary.  You'd need a better system than just "who controls the most planets at time X" but I think you already realize that.

The whole problem stems from the fact that no player has a decisive advantage (otherwise we would expect a "gentleman's surrender" so to speak), so the game drags on.  But if no player has earned a decisive advantage, then it's entirely arbitrary to award the victory to either player.  While one of them may have an upper hand, they are certainly not "winning" yet.

 

What you are suggesting would be similar to "take, and hold". Cap certain number of key worlds, and hold them for x amount of time. If number is capped a victory countdown would begin.

Wouldn't work; early game starbases (particularly Vasari) are balanced on the presumption that you can ignore them and attack a different planet.  This would revolve around whoever starbased the target planet first.

Also you can have a fixed time limit. and victor would be determined by a combination of factors. Like worlds capped. Enemy ships killed vs How many of your ships that survived. How much research. Etc. etc.

That's still an arbitrary "score", doesn't solve the problem.

Can also do cap ship assasination. a finite amount of pre built caps, and your goal is to kill as many or all enemy caps while protecting your own.

But often times you can go for hours without even killing caps.  Many players are good at keeping them alive, you know.

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