Multiplayer and B-Sides
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- sweaty bob
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- NeoThermic
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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.
Any clues as to what will happen with this game?
Oh, and hi. I'm new here, and to Uplink.
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.
- NeoThermic
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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
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. ^^
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