Multiplayer and B-Sides

Anything and everything

Moderators: jelco, bert_the_turtle, Chris

User avatar
sweaty bob
level5
level5
Posts: 1852
Joined: Fri Aug 23, 2002 7:30 pm
Location: England , Devon
Contact:

Postby sweaty bob » Sun Jun 20, 2004 1:23 pm

LOL, it would still be good if it's single player to begin with then like a month after they release a patch when makes it multiplayer! :shock:
Image
User avatar
NeoThermic
Introversion Staff
Introversion Staff
Posts: 6256
Joined: Sat Mar 02, 2002 10:55 am
Location: ::1
Contact:

Postby NeoThermic » Sun Jun 20, 2004 1:34 pm

sweaty bob wrote:LOL, it would still be good if it's single player to begin with then like a month after they release a patch when makes it multiplayer! :shock:


That could well happen. Look at the interview with Chris. He said it would probibally happen in a patch.


NeoThermic
User avatar
Starfyre
level5
level5
Posts: 3247
Joined: Sat Jun 29, 2002 3:00 pm
Location: in the tree house

Postby Starfyre » Sun Jun 20, 2004 8:04 pm

A clan sounds good.
And there's already one? Geez, you people and your insider thingamajigs... bleh :P
Acronym
level0
Posts: 5
Joined: Tue Jun 22, 2004 5:27 pm
Location: Oxford, UK

Postby Acronym » Tue Jun 22, 2004 5:35 pm

On the subject of multiplayer -- if it does get implemented into Darwinia, presumably it'll be playable over a LAN. I was just wondering if anyone knew IV's attitude towards multiplayer and multiple CD keys. Many recent RTS (well, at least Generals) require a unique CD key for each computer, which is a real bitch when you just want to play a game with your mates at home. I know that's what made C&C so fun, since it came with two CDs (and C&C:RA, and C&C:TS, etc) so you didn't need to get multiple copies of the same game. Similarly, Starcraft, the benchmark in multiplayer RTS (or at least was for many years) allowed the owner of a CD to 'spawn' a copy onto another computer, which allowed you to play a LAN game between those computers with the one CD.
Any clues as to what will happen with this game?

Oh, and hi. I'm new here, and to Uplink.
User avatar
film11
level3
level3
Posts: 411
Joined: Sat Jun 19, 2004 4:51 pm

Postby film11 » Tue Jun 22, 2004 5:53 pm

Hm yes, piracy is an important issue. The code card was a very good idea, but then again you could easily copy it. Maybe CD keys will be used, maybe not. We will have to wait and see I suppose. Maybe they will implement a system where it checks to see if keys are the same, and if it detects 1 or more the same then it does an ip check. If they are on the same network it lets them play. Is that ok or could it easily be exploited/have errors.
User avatar
NeoThermic
Introversion Staff
Introversion Staff
Posts: 6256
Joined: Sat Mar 02, 2002 10:55 am
Location: ::1
Contact:

Postby NeoThermic » Tue Jun 22, 2004 6:01 pm

film11 wrote:Hm yes, piracy is an important issue. The code card was a very good idea, but then again you could easily copy it. Maybe CD keys will be used, maybe not. We will have to wait and see I suppose. Maybe they will implement a system where it checks to see if keys are the same, and if it detects 1 or more the same then it does an ip check. If they are on the same network it lets them play. Is that ok or could it easily be exploited/have errors.


Or, just have it that if you play over the net, Darwinia checks for the CD-key against a database (say at introversion), and if you play over a LAN, it doesn't. Just make sure the program can work out if its being used over the net.


NeoThermic
User avatar
Iris
level5
level5
Posts: 2423
Joined: Wed Apr 09, 2003 6:15 am
Location: Land of the Morning Calm

Postby Iris » Wed Jun 23, 2004 4:40 am

NeoThermic wrote:Or, just have it that if you play over the net, Darwinia checks for the CD-key against a database (say at introversion), and if you play over a LAN, it doesn't. Just make sure the program can work out if its being used over the net.

NeoThermic

But CDs are easy to copy, and if by chance that person plays when the original owner doesn't, there's no way of tracing who's online. My suggestion is, each one has his own ID and a password which he uses to register before playing online, much like registering in the forums. I'm sure it wouldn't be that easy to crack someone's brain to get his ID and password rather than copy a CD or a codecard. Simple SSL should be enough, I don't think anyone would be that dead serious to try to hack you online just to be able to get Darwinia illegally. ^^
Image
User avatar
commish
level1
level1
Posts: 13
Joined: Tue Jun 22, 2004 6:07 am
Location: They ever wonderful land of OZ
Contact:

Postby commish » Thu Jun 24, 2004 10:17 am

almost no matter what they do there will still be people trying to hack and crack the game, it realy comes down to what IV's team feel most comfortable with coding and what recources they can use to keep it working well

Return to “General”

Who is online

Users browsing this forum: No registered users and 4 guests