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[Freeciv-Dev] Re: (PR#6815) Balancing Battle Response Time for Different
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To: rt-guest@xxxxxxxxxxx
Cc: tomcatkev0@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6815) Balancing Battle Response Time for Different Client CPU/Network connection
From: "ue80@xxxxxxxxxxxxxxxxxxxxx" <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 11 Nov 2003 03:58:16 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6815 >

On Tue, Nov 11, 2003 at 03:26:34AM -0800, Christian Knoke wrote:
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6815 >
> 
> On Mon, Nov 10, 2003 at 02:22:35PM -0800, Paul Zastoupil wrote:
> > On Mon, Nov 10, 2003 at 01:17:49AM -0800, Guest wrote:
> > > 
> > > I play Freeciv 1.14.0 on a moderately old Pentium-233MMX Win 95 
> > > system.  This works great for the economic and diplomacy aspects, but I 
> > > find myself at a distinct disadvantage come wartime.  For 
> > > those 'counter-spy' type actions where reaction time is everything, 
> > > those folks with 2Ghz+ systems may have a factor of 10 on me for any 
> > > CPU related processing delays.  I'd like to suggest that it would be 
> > > possible to, upon connection to the freeciv server, do a Micro 
> > > benchmark to determine client connection speed and/or transaction 
> > > processing speed, and then scale the game mechanics appropriately to 
> > > avoid over favoritism for the gamers with the fastest computers (and 
> > > noting that this would need to rebench whenever they disconnect and 
> > > reconnect).
> > 
> > Since I work for a gaming company I know these sorts of things are full
> > of nightmares.  Even worse, since the players have the freeciv source
> > in their hands, why wouldn't I alter my client to always say I'm on a
> > 486 speed machine?
> 
> Yes. I bear an idea for long, though, that it might be possible to let the
> server put in a delay for quicker connections, so that everybody virtually
> has the same ping time. If you use ICMP packets for that, it should be hard
> to betray the measure. What do you think of that?

It's possible to betray every system as paulz said.

And having the same virtuell pingtime isn't enough to get a fair game. I
think in a strategy game with concurrent movement it should be possible
to reduce the action which are ping/reactiondependent to a minimum.

And all idea's which are evening out all players don't help in a two-side
war case where one player is attacked from two players on two sides.
So you can never get a really fair game with giving all players the same
responsetime and things like that.

I like all improvements which make the game fairer by being playable on
slower machines. But don't make a game on a fast machine slower.

Thomas
-- 
Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.




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