Register Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 2 of 2      Prev   1   2
mmesich

Registered:
Posts: 72
Reply with quote  #16 
Give Comms a mumble server and headsets and they'll have PLENTY to do.  [smile]  Like coordinate side missions ... and smack-talk.
LoB

Registered:
Posts: 44
Reply with quote  #17 
Quote:
Originally Posted by mmesich
Give Comms a mumble server and headsets and they'll have PLENTY to do.  [smile]  Like coordinate side missions ... and smack-talk.


I'll even do video conferencing for them. [smile]


More questions:

  • Does anyone have a good suggestions for a time constraint for vanilla Artemis? Is 45 minutes too short?
  • What difficulty level would you select for vanilla artemis for 7 crews with mostly newbies?
Xavier Wise

Registered:
Posts: 981
Reply with quote  #18 
30 to 45 minutes seems adequate for most players.
__________________
Captain Xavier Wise TSN Raven (BC-014)
Link to TSN RP Community website
Link to TSN Sandbox
Link to Blog
LoB

Registered:
Posts: 44
Reply with quote  #19 
I don't know whether anybody had done this before, so I just made some tests of how the Artemis server scales in terms of CPU, memory and network usage regarding:
  • More ships & client connections
  • Different Network update speeds


If you're interested, just have a peek into the attached PDF.

 
Attached Files
pdf MemCPUNetworkUsage.pdf (173.35 KB, 15 views)

ricka

Registered:
Posts: 148
Reply with quote  #20 
Is that connections per ship or total connections? I've noticed there is a large difference between connecting 3 ships with 4 computers (1-2 connections) vs 3 ships with 18 computers.
LoB

Registered:
Posts: 44
Reply with quote  #21 
Connections in total on the server. So I interpret my data as the exact opposite of your experience: Number of connections doesnt matter that much, only number of ships increases network load significantly.
Maybe my tests were too artificial.
LoB

Registered:
Posts: 44
Reply with quote  #22 
Well... it has taken a while due to other priorities, but I am reviving my team building project and so reviving this thread.

My main question as of now would be whether there's a good mission for multiple ships available now. Does anyone have experience with multiple ship missions?

If not, which settings for a standard co-op game setting would you recommend (difficulty etc)?

Edit: According to http://artemiswiki.pbworks.com/w/page/77222102/User-Created%20Missions theres "Guardians" and "Sample USN Missions (Multi-ship w/GM)" available. But the list is heavily out-dated so maybe someone knows more?
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 1,692
Reply with quote  #23 
I have experience with multiple ship mission scripts.

My main advice is to design your exercise around Co-op play. While PvP is possible it doesn't work very well, and it really breaks down if you want 3+ opposing sides.

I made a Game Mastered mission script for six very specific ships that was used by Commodore Erickson at Phoenix Comicon. It was intended for entertainment, not team building, but it had some characteristics in common with your project.

I am actually supposed to do something similar at the college where I teach. Please describe the exercise you have in mind and perhaps I can write a script that you and I can both use.

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
LoB

Registered:
Posts: 44
Reply with quote  #24 
So... I want to do a team building for a whole department of 36 people. This is 6 bridges and the bridges would reflect the team structure of the department.
So I want to have the 36 people in a single game, playing co-operatively, so that they learn and practice communication & cooperation within their teams, but also together with the other teams.

I want people to recognize their different special abilities but still work together as a team. (The different abilities topic can also extend to different team abilities => different ship types). I want them to learn that they are interdependent, so a mission where the ships are really depending on each others success would be nice. Also, considering the earlier statements about shared reconnaissance I would like to have a real small sensor coverage so that the ships need to decide to stay together while being widely blind or spread out and scout the map.
Handling with lack of resources is also an interesting point.

Having that all said, most of the staff does not know Artemis. (Most of them are gamers though.) So it should not be too difficult from the start.


It would be really awesome if you could produce something. I cannot give you any compensation from the company budget, but if you have a paypal account or anything, I would give you a little sign of appreciation myself.

Edit: One more thing: I would prefer a widely scripted mission instead of an active game master having to interact with it. I tend to think that I will not have the time to adjust game settings because I will help the guys all the time.

Oh, and what would a realistic timeframe be? The Team building is planned for September.
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,634
Reply with quote  #25 
Moving this to Mission Scripting.
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
LoB

Registered:
Posts: 44
Reply with quote  #26 
Hey Mike,

do you have any more questions or can you work with what I wrote above?

Thanks,
LoB
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 1,692
Reply with quote  #27 
What you are asking is difficult. It's very similar to what Commodore Erickson wants to achieve at Phoenix Comicon.

By putting all 36 players in the same sector I guarantee you will have bored players. The problem is that, in a co-op game, one Communications Officer is all you need. The Science Officers can be useful, but only for navigation. That means you need to prevent the ships from using Captain's Map or Long Range Scan.

Any ship that's doing recon will have a bored Weapons Officer and a bored Engineer. This is something that players don't often realize: The Engineer has very little to do when the ship is not fighting.

Two more things I learned from Commodore Erickson's incredible setup at Phoenix Comicon:
  1. To run six bridges in the same game with no lag, he acquired a very high end server. His Artemis server is a single Xeon with ten cores and 64 gigs of RAM with SSDs.
  2. The DMX special effects are very popular, but for ship #1 they only work on the server. You can't get DMX from a second Mainscreen for Ship #1.

I do have a suggestion, though, and I ask you to consider it seriously. I could make for you a modified version of "The Hexaplex Vortex" from Artemis Armada III. That should accomplish the things you want while being engaging for all players and using ordinary hardware. You would have two servers, each running two capital ships, six fighters, and a GM console. The two ships would fill very different roles (a Missile Cruiser and a Carrier) which must be coordinated. The two Communications Officers have different abilities to issue jump orders to different squadrons of Ximni allies. The GM's only function is to have consequences from one server spill onto the other server. That is, when an enemy enters the Vortex on Server 1 the GM clicks a button to spawn a duplicate enemy on Server 2 and vice versa. In this way all of the players are counting on each other at all times.

I would be more than happy to customize a special version of "The Hexaplex Vortex" that is balanced for 36 newbie players.

I am willing to discuss the six ship mission that you want to do, but I would appreciate it if you consider my offer.

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
LoB

Registered:
Posts: 44
Reply with quote  #28 

Wow, thank you for the thoughts Mike. I'll geht to them one by one:

Regarding boredom: I was thinking about this as well. Yet still, for most of the participants this will be the very first time to play the game, so they will have plenty to do to learn the basic controls.
Additional thought for science: I want to limit sensor range to the minimum possible. While this will not increase work for the science officers, I hope it will distribute the work between all science officers more evenly (and further facilitate inter-crew teamwork.)
For comms, I will put them in a voice chat so they can coordinate the fleet.
Last thoughts on boredom: 36 is the absolute maximum of participants. I guess some will be missing, so some crews will not be full 6 people. I will leave science open then thanks to your input. And finally, it's planned as a team building excercise. While it's helpful if it's fun, that's no necessity for me. People could even learn to help each other while they don't have a lot to do themselves... ;-)

Thoughts on server performance: That's interesting. All my tests showed no severe load increase (neither CPU, nor RAM, didn't check HDD) with increasing number of connections or bridges. You can find the tests here on this thread. Yet, this was artificial, some versions ago and would need a lot of extrapolation - so I'm happy about your real-life experience here. I will make sure to have decent hardware available.

Regarding your suggestion about the Hexaplex Vortex: This sounds really interesting and I am tempted to come back to this later. Yet I wont do it now, for two reasons: 1) I want to avoid GM at all cost for the first try, because I wont have the time to monitor this all the time during the session. 2) I have the feeling that fighters don't really fit into the idea of team building, because they are more lone wolves, fighting on their own. I want people to work together on a common goal, both high-level (fleet) and low-level (ship). But I have never played with fighters, so I might be totally wrong here...


So as a result, I think I will take the mission "Guardians" for the first run. Thanks again for all your ideas!

ryleyra

Registered:
Posts: 2,439
Reply with quote  #29 
I really think Artemis needs some way to separate ships in a multiplayer scenario and then bring them together again. I can think of a number of ways I could force one ship to go to one sector and coordinate actions with another ship in another sector. However, there is no real way to simulate that, even with a script. Thom has mentioned expanding the sector size, so there would be more room for multiple ships to move around, but that is really just another way to get ships out of sensor range of each other.

The Hexaplex Vortex really seems to me to be an attempt to address that issue, but it's limited in that the player ships cannot directly interact. The problems with the War Server are also related to the issue.

That's not really on the topic, though, except to say that you might want to create an episodic format, where the ships break up into smaller teams as they play a series of missions. You can use the break between missions to change up the teams and allow everyone the chance to interact with every other ship.

I'll add that if you're taking the step of limiting sensor range, you might want to check out my Sector Size Mod. It basically makes the sector four or ten times bigger. Everything moves slower, and beam and torpedo ranges are increased proportionally, but it will increase the division of labor between ships if they can't count on other ships being able to rush over and help them fight or scan something.

Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 1,692
Reply with quote  #30 
Quote:
Originally Posted by ryleyra
I really think Artemis needs some way to separate ships in a multiplayer scenario and then bring them together again. I can think of a number of ways I could force one ship to go to one sector and coordinate actions with another ship in another sector. However, there is no real way to simulate that, even with a script. Thom has mentioned expanding the sector size, so there would be more room for multiple ships to move around, but that is really just another way to get ships out of sensor range of each other.


I don't think Thom is going to add a way to switch from server to server on the fly any time soon. The much larger sector might be more likely, but then the game mechanics for limited sensor range should be improved.

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.