Possible solutions:
- Server side:
After sending the split order to the server for fleet A you update universe data and get data for fleets B and C. The only feature that needs to be added to the client in this case would be auto-updating after certain commands (split and merge).
pro:
split procedure can be complex,
also provides basic support for non-turn based rulesets,
results of the split are visible immediately
con:
update after every command (updates could be made in batchs) - Client side:
Split order is execute on the client side and sends this information to the server along with other orders.
pro:
no need for extra updates from the server,
results of the split are visible immediately
con:
client side scripting language should be specified (so all clients can execute this type of orders) - Multiple order queues:
After giving the split order to fleet A you add orders for the remaining ships (fleet B) to the same queue and orders for the rest of the ships (fleet C) to another order queue.
pro:
probably the simplest solution to implement
con:
an unintuitive way for the player,
results of the split are not visible immediately
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