Broadcast successful contracts?

Tips, tactics, and general discussion for Evochron Legacy.
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Vice
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Broadcast successful contracts?

Post by Vice »

Please vote for which option you prefer. A message would be displayed when a player successfully completes a contract in multiplayer (all linked players included).
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Blackthorne
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Broadcast successful contracts?

Post by Blackthorne »

While I think it's a great idea, I'd suggest to include an option for individual pilots to turn these messages off - depending on the amount of people on the server, it might get a bit spammy after all.

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Broadcast successful contracts?

Post by spelk »

As long as its an option in the server setup, then I think it would be a good way to keep track of the players online and what they're currently doing.. its an MP community announcement that makes sure players on the server know about the others. I think its a good idea.
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Broadcast successful contracts?

Post by Vice »

It might get a bit spammy, it is a concern of mine. But generally, the rate has been about 1-2 contracts per 4-5 minutes of gameplay per 4-8 players, so it shouldn't be too bad. Since it would be part of the message queue system, it wouldn't be an on/off setting option, so please keep that in mind as you vote.

Also, one thing came up. This notice will not include announcing what you were paid for the contract, only a notice that the contract was completed and by who. The only details planned so far are a number indicating the contract type in parenthesis (this is still a maybe, some players may not want this broadcasted either), the player's name, and the sector it was completed in.
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Broadcast successful contracts?

Post by Mysterius »

Errr... if we can't turn it off, i'm not sure to want that.
Considering i'm already bored with the "exit status suspended" message which is appearing only sometimes...
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Broadcast successful contracts?

Post by InterFaced »

I think its a great idea.. SO far multiplayer has been a great way for me to play missions by myself while chatting with other pilots. Could be a good conversation starter. what I'm saying is I'd like someone to congratulate me for finishing a contract after getting blown up 4 times in a row previously. :)

If there's an on/off toggle I see no downside at all.

[Edited on 2-13-2009 by InterFaced]

[Edited on 2-13-2009 by InterFaced]
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Broadcast successful contracts?

Post by Evil Bones »

I like this idea... which lead me to another.
Could we perhaps get a different font color for non-player messages?
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Broadcast successful contracts?

Post by Vice »

Only the default message controls will apply for handling the messages (numpad / and * to clear messages one line at a time or all of them, alt-numpad / to recall lines).
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Broadcast successful contracts?

Post by Zenith »

Unless the player can disable these messages via an option, I'd have to say no to them. In my opinion, there's already far too many messages on screen in MP as it is, without adding more.
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Broadcast successful contracts?

Post by tk7223 »

I wouldn't mind, except for the location of the contract. If there are enemies lurking I don't want my location broadcast.
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Broadcast successful contracts?

Post by verbosity »

we already get a message saying "contract objectives completed" , beyond that it would give those interested in modifing the server additional information to work with!

While the 'spammy' issue is a concern, lets be frank, the message system is quite verbose as it is, and this information would be helpful in other ways.
E.G. I'm flying around, and 3 other pilots ar doing cxontracts somewhere else, I'm missing out and I don't know it, with this system I'll be sure to know it.

I'll admit this is a feature I've requested myself, so I'm already biased, and I'd prefer it to be something only shown on the server to avoid spam, but if its a choice between no message and spam, give me spam!

Contract type would be a big bonus, within the dynamic universe system ( and other possible mods) it would give control over how different contracts affected things, giving greater ability to influence things in a realistic way........
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Broadcast successful contracts?

Post by Daedalao »

tk, your sx, sy, sz coordinates are already being broadcast. Press and hold scroll lock in multiplayer some day :)

I voted yes, just because, we'll never know for sure if it's too spammy, without testing it.

[Edited on 2-14-2009 by Daedalao]
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Broadcast successful contracts?

Post by verbosity »

[quote]Originally posted by Daedalao
tk, your sx, sy, sz coordinates are already being broadcast./quote]

Problem is, there is no way for the server to record this information without increasing the amount of lag that might be inflicted upon players, whilst this method might cause spam, it shouldn't add any lag.
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Broadcast successful contracts?

Post by tk7223 »

Well...you can tell I've not spent very much time in MP. There must not be much player hunting going on if your location is that easy to track. Still..I've nothing against having contracts completions broadcast.
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Broadcast successful contracts?

Post by verbosity »

only your sector coords, still enough space for you to hide in )
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Broadcast successful contracts?

Post by Muni »

I voted for YES.
Ursprünglich verfasst von Evil Bones
Could we perhaps get a different font color for non-player messages?
This idea is great! Sometimes, with a lot of messages on the screen, its difficult to seperate the chat from the system messages. I would like to see a different colour either for the chat or system messages.

Another idea: Is it possible to move the complete message system to the top left of the screen? There is a lot of unused space. Sometimes i cant properly read my hud because of long system messages.

What do you think about it?

[Bearbeitet am 14-2-2009 von Brotkohl]
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Broadcast successful contracts?

Post by Muni »

I see thanks, had to look what scroll look on my german keyboard is. ;)

It shows actually a few numbers on the right. For what are they?

[EDIT] i mean left not right [/EDIT]

[Bearbeitet am 15-2-2009 von Brotkohl]
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Broadcast successful contracts?

Post by tha_rami »

I vote in favor due to the possibilities for the Dynamic Server :).
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Broadcast successful contracts?

Post by Fearless »

Ah, while we're at it, the possibility to have an option which contract one wishes to join in would be :cool: should there be a multiple number of contracts running.
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Broadcast successful contracts?

Post by Wavey »

Yeah there can be a prob if someone doesnt know that taking contracts affects others in sys ,so an option to join would be great.
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Broadcast successful contracts?

Post by Muni »

Ursprünglich verfasst von Wavey
Yeah there can be a prob if someone doesnt know that taking contracts affects others in sys ,so an option to join would be great.
I must quote that, because yesterday i was one of the "someone". :P

[Bearbeitet am 16-2-2009 von Muni]
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Broadcast successful contracts?

Post by Vice »

Some challenges there. It's an automatic global link (sector only) in an effort to keep a continuous 'thread' between players, avoiding separate bandwidth hungry packet threads for every additional separate active contract in the same sector. It also helps prevent contract deactivation if a player 'unlinks' and then accepts a different contract, which would cause the other players to change to the newly accepted contract. Instead, the common link uses one low-bandwidth thread and if a player cancels the contracts, it does so for all linked players to prevent objective shifting (players stay linked and unlinked together). Basing it on territory is the control mechanism. However, having said that, I think an additional check can be added to make sure linked players do not link to different objectives and stay linked to matching objectives, even if other contract activities occur in the same sector. So I'll add that system into the game for the next update as well.
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