Re: [Freeciv-Dev] new feature
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#Well. There is one more problem. Minefields will be stored in the
#tiles structure -> cheating is very simple, because the client can
#patched !!!
This is sort of a rediculous argument, IMHO, because it is pathetically easy
to cheat in a multiplayer game anyways.
#So here are some solutions:
#
#1) hey! we are all heros, we do not cheat
That's the leap of faith you always must take when playing a multiplayer
open source game. Its just a fact.
#2) everyone sees all minefields
That sucks.
#3) no-one sees them
That sucks.
#4) you query for each tile if there is a minefield (much network
# traffic)
Not really. I think this is the best way to do it.
#5) map for each player server-side (then we could implement much more
# neat features [real fog of war])
#6) ??? suggestions ??? (I am quite sure, I missed the best things)
Actually, idea #5 is neat, althrough possibly slightly bloated. If each map
were pointers to the real map, then it would be feasible.
#> I'd suggest engineers can enter minefields without being damaged, and
#> can remove them in 2 turns. (Hey, 2 turns = plenty of time.)
#
#2 turns are a bit too fast...
Agreed. Maybe 5 or 6.
#> I generally think new features should wait until all civ2 features
#> are fully implemented, rulesets are more improved and a "freeciv
#> style" is established (as opposed to classic civ2 and civ1). Let's
#> wait until we start working towards 2.0 or something, shall we?
#
#Well, why not implement in parallel? I am quite sure, minefields will
#take some time (gfxs, some GUI-work, helptexts and lots of other minor
#problems ;-)
I wonder how mines would look on the playing map.. hmm. A bunch of little
dots?
matt
Matt Busigin [Perl/Tcl/Sh/C/C++/Lex/Yacc/HTML UNIX Programmer]
"Overdrawn? But I still have checks left!"
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