by _o_OOOO_oo-Kanawha » Thu Jul 12, 2012 3:05 pm
Multi player is an interesting option for sure, especially being able to see the other trains. I was about to say "opponent" trains, but that is really not the direction I want multiplayer gaming to go in a prototype railroad simulation. Safety is of paramount importance, wrecking trains is strictly out of bounds.
I play Farming Simulator also, where there already is a multiplayer feature. Closed sessions with friends on a LAN are fine, you actually cooperate and have a vritual beer together once the crops are in. Open sessions over the WAN are usually bound for disaster, for there are always people spoiling the fun by running your equipment into the ground, creating crashes and generally not being a sport.
So I think VORA walks the right path by first having members to pass qualification, getting to know the rules, getting to know wether this mode of play suits them.
Then you sort the wheat from the chaff and have a group of reliable and enjoyable people who like to play games together.
I wonder if you need to set up a dedicated game server and what the actual dispatcher's role will be if there come no CTC panels and electronic timetables with the game?
You just dispatch your trains from a remote desk with pen and paper and a telephone, and have to keep track of the movements using magnetic pieces on a trackplan schematic just like in the pre-computer world?
Anyway, this is all speculation from my part. RSC needs to sort out its priorities and correct all those errors first. I don't want bloatware suffering from featuritis.
The actual game core is incredibly small, for I believe the whole of TS 2012 is contained in the 13.4 MB gamemanager.dll. The rest is just xml parsing, asset management and physics/graphics rendering.
Edwin "Kanawha"
The Chessie, the train that never was ... (6000 hp Baldwin-Westinghouse steam turbine electric)