1. Re: Euphoria robots etc.

Hello,

>Line 1.. client1..client2..client3..etc..
>Line 2.. client1..client2..client3..etc..
>
>That way everything operates on one standard time base and the main
>server...


Maybe this is what you are saying, but here is my solution:

Make the real-time game opperate like turnbased only just as fast as
possible.  This way each client can only play once per cycle.

Each turn they each get to do only two opperation:
    one for their weapon
    one for their movement

Weapon actions:
    aim at target opponent (or turn gun specific angle)
    fire weapon
    change weapon (assuming multiple weapons and amo count)

Movement actions:
    move (maybe forward/backward)
    turn specific direction (mabye specific angle limit)


So... basically it would be a turnbased game that opperated at the
highest speed possible and would visibly appear to be realtime. It could
also boast some features that would be impractical in a normal
turn-based game.

However, my way could not pennalize sloppy coders without penalizing
slow computers as well.

I'm really getting into this robot idea.  I think I'll start working on
a protype soon.  I'm not going to worry about the army/strategy idea for
a while if ever.

Sincerely,
Lewis Townsend
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Keroltarr at hotmail.com

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