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18

The only similar system I know is OGame. In OGame, players are protected from other players until the have a certain amount of points (I think it is 50.000). It makes more sense to protect players based on their score instead of time, as score gives you a better aproximation on how powerful players are. The theory is that with that many points, players are ...


8

Reduce progression in your game mechanics. Avoid making players stronger in a game-mechanical sense based on how far they progressed in the game. That way an experienced player has no unfair advantage over an inexperienced player except for their game knowledge, which a new player can also acquire when they do their research. Herd your players. When a ...


7

The resolution should not affect computation of simulation logic such as "where your bullet hit." Any reasonable game will divorce such simulation data from the final render resolution of the screen. That means the main thing you're talking about with respect to resolution is what the player sees. If all other things are equal, then a lower resolution ...


7

In order to get a server list, you will need a central matchmaking server to which all game-servers connect and announce that they are online and to which all game-clients connect to obtain the list of currently online servers. How many servers are you going to have? For comparison, I remember that during the high-times of the original Counter Strike, the ...


4

The essence of the "host advantage" is having a low ping (round trip time to the server). If you are the server, you'd have no ping time, but even being really close to the server would result in a small ping and still have a large "host advantage", so I'm just going to call it a "low ping advantage" instead. It really depends on the game and how the ...


3

The main problem you want to solve is strong, powerful players pick on weak, new players after their protection ends. There are quite a few social solutions to this: Punish players for attacking those weaker than them: The spoils of defeating another player should be decreasingly lower the more weak your opponent is (and they can be multiplied the ...


2

Every network application requires some system to act as a server. There are two ways to implement a multiplayer game: peer-to-peer - in every match, the machine of one player acts as a server, the others as clients. client-to-server - there is a dedicated server application all players connect to but which doesn't play itself. It is either hosted by you ...


2

When you have a multiplayer game, you have to be aware that the players are able to cheat with everything that is computed locally. When you want the game to be fair, you have no other option than to move all game mechanics (movement, mob AI, collision detection, damage calculation, ..., ... ) to a central server. But let's assume that the community around ...


2

Let's look at two examples of games that IMO do quite well to deter this behavior: Clash of Clans: In Clash of Clans, new players are given a small amount of starting gold and elixir and a 3-day shield. This shield prevents other players from attacking the new player, but is removed if the new player attacks other players. This gives the new player 3 days ...


1

Pros Higher resolution should give the player more visual information about the game world. Everything will be clearer and more sharply defined. This should confer an advantage in overall situational awareness, which in an FPS is important. There should be no effect on game state as the game engine does not compute the position of objects and actors based ...


1

For simple matchmaking only, you can create an ASP.Net or PHP website that the players login to (via your game app) and push a notification when they create a server. The problem is securing the server to make sure only your players are accessing critical services like advertising a host or requesting the available host list. There are also services like ...


1

I personally think these values are best stored inside a text file in plain text. There is nothing easier to read an edit. Each class (game character class like Fighter, Mage and so) could have it's own text file and every monster as well. It keeps things manageable and accessible to none programmers. JSON is great until a confused none programmer erases a { ...


1

There are different options to consider. Which one you pick depends on your requirements and preference. Hardcoded values You just put all the values right into your sourcecode. This is the easiest solution for the programmer because no code is needed to read these values from a file or database. Unfortunately it is a real maintainance nightmare, because ...


1

Different browser games I've played used different strategies for this. All came down to resetting all players on a set time. One game dropped all new players in a new world with 400 at the same time, let them all compete against each-other until only one or a handful of alliances where remaining. A single round took about 1 month, and after that everybody ...


1

I think what you are asking here is whether to use authoritative servers or non-authoritative servers. Unity network documentation has a nice discussion about each mode. Also if I'm not wrong, some people call semi-authoritative to a mixed approach where some state is handled by the server and some by the client. I think Unity discussion should give you a ...



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