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PostPosted:Wed Nov 14, 2007 8:55 pm 
 

Joined:Thu Dec 28, 2006 11:47 am
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im looking at how many users would sign on at one time there could be an high amount of users and a low amount of users for example look at the servers in runescape and its simple to moderate graphic and there is some text


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PostPosted:Thu Nov 15, 2007 7:40 am 
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like I said, a 1Mbit upload connection can hold about 200 WoW clients on a private server. So it shouldn't be a real problem. Actually, if I would have a dev-cd (any donators ;)), I could probably make something up.

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PostPosted:Thu Nov 15, 2007 10:09 am 
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Quote:
Actually, if I would have a dev-cd (any donators ;)), I could probably make something up.
You hardly need a DevCD to make a network library. :P


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PostPosted:Thu Nov 15, 2007 5:00 pm 
 

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@ chaosr: how would you setup a internet version of this game i mean a router can hold up to 253 client computers on it unless you daisy chain the routers same goes with servers they can hold only up to a certain amount of users at a time

@ miah as a computer tech i know theres backdoors to alot of different things in computers i imagine you would be talkin bout the ipx protocol in networking and tcp or udp for internet use am i correct


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PostPosted:Fri Nov 16, 2007 5:03 am 
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@ chaosr: how would you setup a internet version of this game i mean a router can hold up to 253 client computers on it unless you daisy chain the routers same goes with servers they can hold only up to a certain amount of users at a time
I do not know about your router, but mine pretty much can hold upto 2048 TCP connections.

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PostPosted:Fri Nov 16, 2007 3:42 pm 
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@neas
What is the make/model of your router btw?

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PostPosted:Fri Nov 16, 2007 4:26 pm 
 

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dlink dir-625 wireless n


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PostPosted:Fri Nov 16, 2007 4:59 pm 
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I believe the Dlink - Gamer lounge router can have more TCP connections?

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PostPosted:Fri Nov 16, 2007 5:54 pm 
 

Joined:Thu Dec 28, 2006 11:47 am
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i think your confusing dhcp and tcp tcp is a internet protocol dhcp is a lan setting to handle routing computers


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 Post subject:Re: Multiplayer Ideas
PostPosted:Wed Dec 26, 2007 9:22 am 
 

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A simple to solution to all of it:

a) create a VERY BASIC server that is more-or-less a lobby server. This will take SOME (at the least a little) strain off of the game server(s). This server maintains its own internal database (and the whole shooting match can be made in a few hours with Visual Basic 6--I know, it sucks, though good for simple stuff)

b) Most of the companies in-game could be setup as a simple text file that gets updated as something actually changes in the server. ie: I hack X Corp and "shut it down," the text file reads: "msg N: server offline." This message will have a time hack on it as to when it will come back on. The file will also have the information as to what type of security systems it has--the actual status and versions will be maintained in a database that the following server locally "owns."

c) The actual game server will only have to maintain the transmission of partial text files and the database numbers--it will not need to move anything more than a few K-Bytes for any one user (if even that much data). It will also maintain a mission database that either the moderators and/or the players can add/remove missions on--if you create a "business account/player-type" then that type of account can manipulate the mission data for his/her "company."

Main issue: a partial if not complete re-design of aspects of the game mod...

What do you all think?

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 Post subject:Re: Multiplayer Ideas
PostPosted:Sat Dec 29, 2007 11:31 pm 
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Going along with RvnKnight's lobby idea, instead of going straight to the game, players would login with their Onlink username and password (that they would maybe register on this site), and connect to a lobby server with a list of game servers that are available. There would also be an area for a friends list to see which server a friend is on.

Example:
Attachment:
serverscreen.GIF
serverscreen.GIF [5.6KiB |Viewed 9411 times ]
So, yeah...

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 Post subject:Re: Multiplayer Ideas
PostPosted:Sat Mar 01, 2008 3:52 am 
 

Joined:Wed Feb 27, 2008 7:06 pm
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I hope I'm not bumping a topic here, but it seems like I should just post in this one instead of waisting space on a new one.


One major problem I see with this is large corporations withis Onlink/Uplink. If the game went multiplayer, there would be no motivation to hack the companies, just each other. I believe this could be solved by some users controling companies and not being able to in a sense hack others, just being able to request it on the BBS. This is impropable, but it's just one solution.

The next problem I forsee is: power. As you all know, it does not take a large amount of effort to dominate Uplink/Onlink's essence.
eventually everyone would have everything, and it would be boring. My solution to this is mass reset. For instance, a text file could be stored on the server(s) htat has raiting data about all of the player. You could use a rating system based on successful hacks of each multitude (the "difficulty level of" thing in the BBS) and number of pointless hacks. Once the number of successful/pointless hacks reaches a certain amount for somewhere around 70% of the total cencus, the game would tell you that it is going to reset, you blow everything off, and the top player gets some special incentive.

Companies still pose a problem at this point with purpose of running one of the major companies and who would get to do it. A solution to the first one could solve 2 problems actually. Software and development. Each company gets to develop software beyond v.1 and development would only happen if a person is logged on. yay for competing and hiring hackers!the second problem it much easier. Everytime the number of agents hits a certain increment, the next person to dedicate themself to a given game world would become a company owner(no option is the best way to go IMHO).
Enables stealing software to an extent?



Now I have not fully gone throught the details of the problems I fould and their solutions, but I'm tired right nnow. :/


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 Post subject:Re: Multiplayer Ideas
PostPosted:Sat Mar 01, 2008 9:29 pm 
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Yes, you are bumping an old topic, but your post was relevant, so I don't think most people will mind.

Anyhow.

Another solution to the problem of companies is to have a server with cooperative play (rather than adversarial play), or give players the ability to toggle on/off adversarial play for themselves (much like how WoW does its regular servers: PvP is voluntary, and one isn't available for PvP unless one "flags" oneself for it, or attacks a player who is flagged).

And the power problem... well, many MMOs solve that problem by continuing to add play incentives. Better loot, more things to purchase, etc. For Onlink, I can't see the viability of that, so your server reset idea would make more sense.

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 Post subject:Re: Multiplayer Ideas
PostPosted:Mon Mar 03, 2008 9:39 pm 
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I like the idea of owning some companies. And as for the mass reset, I think it should be more like, multiple games setup, two or three can be nonstop games, and the others can go for a set amount of time, and then they reset.

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 Post subject:Re: Multiplayer Ideas
PostPosted:Mon Mar 03, 2008 10:12 pm 
 

Joined:Wed Feb 27, 2008 7:06 pm
Posts:3
Multiple games solves this problem perfectly. But there is one last problem I see without dulging too far into the problems with this is cross platform. Would it be possible to let the unix players connect in the same way as windows users? I have no knowledge in this area but it is an outstanding problem for many mmog's.


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