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RE: Real Time Multiplayer Company Commander: Future of wargaming?

 
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RE: Real Time Multiplayer Company Commander: Future of ... - 9/7/2007 1:26:55 PM   
HansBolter


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quote:

ORIGINAL: Yoozername

Actually my job requires interaction with machines and computers.

Now wargames have something to do with drafting or knitting? 



It's called an ANALOGY........and yes COMPUTER wargames have a lot to do with COMPUTER drafting.....to those intelligent enough to understand the analogy!

(in reply to Yoozername)
Post #: 31
RE: Real Time Multiplayer Company Commander: Future of ... - 9/7/2007 1:43:24 PM   
HansBolter


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quote:

ORIGINAL: JudgeDredd

quote:


...After I'm dead and gone...


On the topic of Real Time Company Commander, it's a great idea.......but realistically? As someone mentioned (in this thread or the last), you would need dedicated players (clans) to be able to pull it off. Just logging onto a random server, selecting one and jumping in wouldn't work as it does for FPS games.




For about an 8 year stretch I was heavily into MMORGs based on the medeival character role playing genre (Ultima online for 4 years and Dark Age of Camelot for 4 more).

DAOC has a team based PVP combat oriented structure based on groups of 8 players (in esence a squad) with capalibilties for chat groups for larger forces of combined squads.

The very things you allude to occurred in that game. Dedicated squads who ran and trained together on a nightly basis dominated the landscape, guilds with multiple dedicated squads dominated the large battles and led the larger pick-up group forces of their respective realms as huge battles were fought during sieges of castles.

The average casual player never stood a chance for real success on the battlefield but could still find a way to have an enjoyable time. Implementatins of team based real time combat online will almost always have a wide spread of levels of participation and dedication which will result in great disparities in performance and capabilities which, in turn, results in a mixed bag as far as overall success of the game's implementation is concerned.

(in reply to JudgeDredd)
Post #: 32
RE: Real Time Multiplayer Company Commander: Future of ... - 9/7/2007 5:28:59 PM   
ravinhood


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Guild Wars 2 is implementing the clan warfare huge PVP area like DAOC from what I've read. But, it also says even the lowliest casual solo can contribute to the war effort in their pvp system for GW2. From guarding supply lines to castle sieges just like you described Hans. Plus GW2 is going to be "No Subcription Fee", so basically after you buy the retail version it will be free to play afterwards. I look for a lot of people to play that when it releases around end of 2009 or mid 2010. The pvp system they use now is a bit too organized and repetitive and not much for goals except for faction experience you can trade in for skills, but, skills you can buy for $40 so then you have nothing to use your faction for. GW2 should eliminate that and give good reason and constant goals for playing any of the organized pvp outside of GvG wars.

(in reply to HansBolter)
Post #: 33
RE: Real Time Multiplayer Company Commander: Future of ... - 9/7/2007 9:25:12 PM   
Yoozername

 

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I think people are going a little coocoo with the computer analogy thing. 

How about a commander has to run in place, with his virtual reality helmet on, to move about the battlefield?  Otherwise he has to just use maps?  If nothing else, it would get some exercise going for these flabby wargamers?

Real-Time-Runner-Commander. 

I hope people realize that drafting, which is sitting on your butt drawing, has very little in common with being a soldier/commander on a real battlefield.  A real commander at the company level is a dynamic physical and mental position.  I use to make maps, I also did VLSI and also some CAD.  I don't recall busting a sweat ever doing that stuff.

(in reply to ravinhood)
Post #: 34
RE: Real Time Multiplayer Company Commander: Future of ... - 9/8/2007 1:28:16 AM   
ravinhood


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I took mechanical drawing in highschool and it was always hot and humid in that classroom and we busted a sweat everyday until winter. ;)

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Post #: 35
RE: Real Time Multiplayer Company Commander: Future of ... - 9/8/2007 1:58:54 AM   
Yoozername

 

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Sure you weren't in home economics baking a cake?

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Post #: 36
RE: Real Time Multiplayer Company Commander: Future of ... - 9/8/2007 2:24:15 AM   
ravinhood


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Lol caught yah thought you had me green dotted. lol Caught yah I caughty yah. roflmao Nobody can resist reading Ravinhoods comments. hahahahahah

And just to make sure you don't try to backtrack and edit your post:
quote:

Yoozername
Matrix Hero





Posts: 411
Joined: 3/3/2006
Status: online I took your suggestion and blocked you.



< Message edited by Yoozername -- 9/3/2007 12:41:13 PM >


Edit: BTW I took Home economics also, any idiot knows that's where all the girls were and took in highschool. There were 3 guys and 28 girls. ;) Let's just say I did a lot of shaking and baking in that class. ;)

The other idiot dudes took PE where they could get all hot and sweaty and naked with each other. I was smarter than that. :)

< Message edited by ravinhood -- 9/8/2007 3:09:33 AM >

(in reply to Yoozername)
Post #: 37
RE: Real Time Multiplayer Company Commander: Future of ... - 9/8/2007 2:49:38 AM   
simovitch


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I believe the future of wargaming will gravitate toward what the market demand is. Unfortunately the demand is not going to carry our hobby to where we want it to go.

At some point in the near future (15+ years) A large majority of the hobby's most talented developer's will retire or move on to more lucrative ventures. I just don't think the computer wargame market will be able to financially keep pace with the fast-paced development of hardware. The first decade of the 21st century will be the zenith, I fear, of commercially available computerized conflict simulations.

Realtime-internet play is problematic due to time zones and real life schedules. It will never be economically viable enough to warrant an investment in a high quality engine that takes advantage of the stunning graphic and combat modelling facilitated by ever-more powerful CPU's and GPU's that we will expect or hope for. PBEM is frustratingly slow. A powerful AI is the key to the future - but who is going to develop it, and marry it to a state of the art graphics engine?

A significant portion of today's wargame development comes from volunteers willing to join a team and put in some serious hours of their own time with NO PAY to help realize their own dream or for a few moments of recognition. My feeling is that the majority of this 'slave labor' is comprised of the older, 70's era boardgamers (like me) who, along with their hair-line, are slowly thinning out. There is simply not enough interest in the 80's and 90's generation to keep this kind of dedication going. It will have to come from a real job market.

So, unless a major corporation or Government invests in this 'virtual company commander' idea, or any idea more advanced than what we currently have to purchase (i.e. WW2 online, etc), we are stuck with half-baked dreams of what our idea of the ideal wargame should be.

_____________________________

simovitch


(in reply to Yoozername)
Post #: 38
RE: Real Time Multiplayer Company Commander: Future of ... - 9/8/2007 3:11:50 AM   
ravinhood


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Very good obseravtion Simovitch.

(in reply to simovitch)
Post #: 39
RE: Real Time Multiplayer Company Commander: Future of ... - 9/8/2007 3:31:08 AM   
Yoozername

 

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I like half baked clams

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Post #: 40
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