Difference between revisions of "Multiplayer"

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http://forum.kerbalspaceprogram.com/showthread.php/8610-
 
http://forum.kerbalspaceprogram.com/showthread.php/8610-
 
asynchronous, shared-world multiplayer (+ save editor)
 
asynchronous, shared-world multiplayer (+ save editor)
 
  
 
==Information Sharing==
 
==Information Sharing==

Revision as of 16:28, 14 June 2013

Currently an officially supported multiplayer mode is not available. Developers have indicated a willingness to revisit multiplayer ideas at a later time only after the game is released from development. The chief factor limiting initial multiplayer development is in handling time warp across player experiences without running into chronological, physical, and logistical issues.

This page is a catalog of all ideas for multiplayer which people have come up with on the forums, some of which have been implemented successfully:

Agreed Warp

Only certain players or all players have the power to advance time at the lowest available common warp factor. This idea requires communication between players prior to warping. This is great for small network games where the multiplayer focus is usually on close quarters or EVA/IVA operations. Either designated warp admins have the power alone to advance the time warp, or all players do. The amount of maximum warp is limited to the lowest warp factor available to all players (so if a player is landing, the max factor is lower than if all player ships/evas were in interplanetary space or in an observer mode). Communication between all players would be essential to avoid collision or physics catastrophies. "Battening down the hatches" would be a regular occurance in such games, but EVAs would certainly be a lot more fun!

This seems the most logically doable of all ideas I've come across.

  • Agreed Warp:

http://forum.kerbalspaceprogram.com/showthread.php/23917-Solutions-to-warping-problems-*IF*-multiplayer-gets-added?highlight=multiplayer

Location Based

Time warp is allowed to any player relative to another player. Whenever a player's ship or EVA is within a certain distance of another player, max time warp availability slows down for the warping player, in increments of less and less max warp factor until time is x1 in close quarters. Least realistic of all options since it introduces warping of planets and other objects that require illogical reconcilliation.

  • logistics:

http://forum.kerbalspaceprogram.com/showthread.php/9463-Some-ideas-for-solving-the-logistics-issues-for-multiplayer?highlight=multiplayer

Turn Based

Pass the savegame file to the next person in line, or a shared savegame file that is asychronously updated by various players. Successfully doable with current game mechanics.

  • Kessler - asynchronous shared save file

http://forum.kerbalspaceprogram.com/showthread.php/8610- asynchronous, shared-world multiplayer (+ save editor)

Information Sharing

Not multiplayer but a shared social gaming experience. Think of friends playing individual games of solitare while all at the same table, able to share strategies, view each other's work, or even pass cards (ships) to each other.

  • Kerbal LiveFeed - view live game information from other players playing KSP, and share craft files.

http://forum.kerbalspaceprogram.com/showthread.php/24926-0-20-Kerbal-LiveFeed-Passive-Multiplayer-Plugin-Client-Server-v0-6-6?highlight=multiplayer

  • Kermageddon- view other player ship orbits in your game.

http://forum.kerbalspaceprogram.com/showthread.php/19785-0-16-WIN-mac-Kermageddon-Multiplayer-0-1-Community-Feedback-Alpha?highlight=multiplayer