

True simultaneous multiplayer would require that 2 actions get resolved at different times whilst still being in the queue, and sometimes not even resolved in order.īy this I mean, you might start combat 1, I start combat 2, my combat is over quickly but yours takes a while. This is why things like split stacking can occur. These things usually get resolved very quickly, so the game feels simultaneous in each turn, but what is really happening is you inpout instructions at the same time as the other players, and these all get put into a line, and then get resolved. The core of the game is that actions get queued and then resolved. Ninjew already replied, but they'd have the basically throw everything away and redesign the game from scratch, even seemingly simple things like what stack movement is.

I bet they had to rewrite a lot of things, they just didn't bother about this one. It's why Bethesda games have the same bugs now as they did back then, it's all the same engine just layered on top of each other. It's pieces and system that get improved as time goes on. In the end it might be safer and more productive to try and mitigate the problem as much as possible.Ī engine isn't upgraded in one go, and not as a whole. And I don't want to think about all the potential issues in a new MP system, especially not with AI.

A designer will need to consider how the new flow will work and account for all of the edge cases, so that's content not being developed. Completely rewriting the MP system can mean that updates to the particle or animation systems don't happen. It's also about where the teams time is best spend. They could do it when upgrading their engine from AoW3 to planetfall. Originally posted by BBB:It'd require re/building the game from scratch to make it a workable feature, not something they can just drop in.
