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Answering by just focusing on the question and not the other information. Identification I think the key to solving any problem is identifying what's causing the problem. If you're trying to find out how to motivate players more, then it may be critical to gather player feedback on what motivates and what doesn't motivate. Unfortunately, I don't think ...


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Something seems wrong to me in your implementation of the authoritative server. Basically an authoritative server controls everything. It is the pivot of your network architecture. Clients just "ask gently" when they want to do some actions, and the server has the authority to say "NO I DON'T WANT YOU TO DO THAT BECAUSE I'M THE BOSS HERE!"... That said, I ...


2

Since Unity can publish games to iOS, this would be just like making any other client server application. The easiest would be to have the iPads all connected to the same network as the host PC, but you could easily utilize the Master Server tools provided with Unity to get everyone connected. You'd likely use RPCs for most of your communications. As long ...


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The main problem is see is the fact that only 2 roles have any method of influencing your death characters. I think you should strive to more interesting death character roles. Why not assign various roles to various ghosts to give them options? You could have a type of ghost with the power to see what other characters roles are, another that is able to ...


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You're worried that if you optimize something now, it might turn out to be wasted effort in the future. But more importantly, if your system is working now, as-is, then it's wasted effort here in the present! That said, minimizing server-client traffic is generally a good idea, especially if the clients are out in the real world, on unknown networks, and ...


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There are two possible approaches to what you are describing, one wrong and the other useful. The wrong approach is to simply delay the user input from activating the command. Assuming you know the other clients can be informed 99.9% of the time in half a second, delay the command for half a second and send it to the other clients as the pair <command, ...



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