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Surrender - give buildings about openra HOT 15 CLOSED

kyrreso avatar kyrreso commented on April 28, 2024
Surrender - give buildings

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Comments (15)

bellator avatar bellator commented on April 28, 2024

I think the buildings should be sold and the funds would be given to all team mates evenly.

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Carko avatar Carko commented on April 28, 2024

I think transferring the ownership would be better.

Selling all the buildings would seriously cripple the team. Imagine instantly losing all the defense structures the disconnecting teammate owned. In case all buildings got sold the remaining teammate(s) would have to rebuild (almost) everything that was lost.

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xan2622 avatar xan2622 commented on April 28, 2024

I like this idea.

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cjshmyr avatar cjshmyr commented on April 28, 2024

I think distributing cash makes sense and is probably a good start. Buildings and units is different - a subtle pop-up the team sees with a "take ownership" button for assets (buildings, units, or both) would be nice.

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cjshmyr avatar cjshmyr commented on April 28, 2024

Maybe instead of transferring ownership, make the buildings/units shared among everyone allied, but no idea if the engine can do that cleanly

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Mailaender avatar Mailaender commented on April 28, 2024

No, we don't support #3793 yet and I smell problems like: What if a units gets contrary commands from multiple players at once.

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cjshmyr avatar cjshmyr commented on April 28, 2024

Two people sending conflicting orders to the same actor (imo) shouldn't behave any differently from one person being indecisive

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Mailaender avatar Mailaender commented on April 28, 2024

I am more concerned about desyncs.

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chrisforbes avatar chrisforbes commented on April 28, 2024

No factor.

All orders for a tick are collected [and sorted] before any of them are
executed. There should be no risk of desync.

On Wed, Oct 30, 2013 at 10:05 AM, Matthias MailΓ€nder <
[email protected]> wrote:

I am more concerned about desyncs.

β€”
Reply to this email directly or view it on GitHubhttps://github.com//issues/2022#issuecomment-27343423
.

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pchote avatar pchote commented on April 28, 2024

Disconnects are reported by an immediate order. I accidentally introduced a desync the last time I touched this code :/

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chrisforbes avatar chrisforbes commented on April 28, 2024

That's a good point. We used to handle disconnects via a special protocol
frame. It's unfortunate that we have a weird orders-based mechanism as well.

On Wed, Oct 30, 2013 at 4:22 PM, Paul Chote [email protected]:

Disconnects are reported by an immediate order. I accidentally introduced
a desync the last time I touched this code :/

β€”
Reply to this email directly or view it on GitHubhttps://github.com//issues/2022#issuecomment-27362637
.

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 avatar commented on April 28, 2024

πŸ‘ to Carko

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GSonderling avatar GSonderling commented on April 28, 2024

How about giving those buildings to AI instead? It wouldn't be effective as a human player, but it would at least fight.

From my experience in RTS, when I get bunch of buildings suddenly, I need some time to take account of them. Not to mention the obvious fact that my base just got way larger and harder to defend.

Timeo Danaos et dona ferentes, if you know what I mean.

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Carko avatar Carko commented on April 28, 2024

@GSonderling that is true, but on the other hand, you would have to completely change your strategy (the one you were working on with a teammate) as the AI won't care about what you intended to do.

I don't think there is a win-win situation here - you either get to manage more resources suddenly, you lose them completely, or AI (which you have no control of) gets them.

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MustaphaTR avatar MustaphaTR commented on April 28, 2024

I should note that this is possible just with yaml changes now, at least to Neutral, so people can capture an use them.

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