We need to maintain uniqueness lol.if there were possible 64 vs 64 like battlefield.. would be amazing 99999999999h games...
Couldn't it be used where connection speed's good or LAN or stg?!it might not be that hard to do but IMO the problem is that a 4 v 4 already lags alot.. a 5 v 5 would lag ur tits off
Adding more players shouldn't really be a very big concern now. More player=less requirement of skill, and more blind numbers. In 4v4, your contribution is absolutely necessary. In something like a 20v20, not so much. It'll just casualize the game, and we already have the mobile game for that.
Couldn't it be used where connection speed's good or LAN or stg?!it might not be that hard to do but IMO the problem is that a 4 v 4 already lags alot.. a 5 v 5 would lag ur tits off
but 5x5 is 25
Which game are you talking about?I've played another rts game which worked great up to 8v8 using a dedicated server as host. It also had an autobalance feature so players of all different ratings could join the same game and it woud automatically make the most balanced teams by rating
if there were possible 64 vs 64 like battlefield.. would be amazing 99999999999h games...
@ Brainless
Thanks for the info.
But aren't modern PCs ''supercomputers'', given the game's age and software requirements?
if there were possible 64 vs 64 like battlefield.. would be amazing 99999999999h games...
Which colors would you like to use ?
the reason of 8 players lies in the architecture of software. This is usually based on binary code, where "full numbers" like 1 - 10 - 100 - 1000 stand for 1 - 2 - 4 - 8 - 16 etc. These are practical numbers because they fit in a "bit" of memory. To get most out of the hardware the software follows this building grid, which results in games having 8 players max, or 64, or 256 colors, units having 8 directions to move, etc. It all makes perfect sense in binary or hexadecimal.
5v5 would violate this, and would need the entire software being rewritten from scratch, because you now need the double amount of bits to specify which unit a player belongs too. If you do 5v5 it will be just as hard to do 8v8 i think. But off course, you will have twice or four times the amount of data being processed. However, if you do a remake , something can be done in compressing this.
But, bottom line is, you will have to start from scratch.
if there were possible 64 vs 64 like battlefield.. would be amazing 99999999999h games...
Which colors would you like to use ?
the reason of 8 players lies in the architecture of software. This is usually based on binary code, where "full numbers" like 1 - 10 - 100 - 1000 stand for 1 - 2 - 4 - 8 - 16 etc. These are practical numbers because they fit in a "bit" of memory. To get most out of the hardware the software follows this building grid, which results in games having 8 players max, or 64, or 256 colors, units having 8 directions to move, etc. It all makes perfect sense in binary or hexadecimal.
5v5 would violate this, and would need the entire software being rewritten from scratch, because you now need the double amount of bits to specify which unit a player belongs too. If you do 5v5 it will be just as hard to do 8v8 i think. But off course, you will have twice or four times the amount of data being processed. However, if you do a remake , something can be done in compressing this.
But, bottom line is, you will have to start from scratch.
lol why is 3vs3 working then?
Which colors would you like to use ?
the reason of 8 players lies in the architecture of software. This is usually based on binary code, where "full numbers" like 1 - 10 - 100 - 1000 stand for 1 - 2 - 4 - 8 - 16 etc. These are practical numbers because they fit in a "bit" of memory. To get most out of the hardware the software follows this building grid, which results in games having 8 players max, or 64, or 256 colors, units having 8 directions to move, etc. It all makes perfect sense in binary or hexadecimal.
5v5 would violate this, and would need the entire software being rewritten from scratch, because you now need the double amount of bits to specify which unit a player belongs too. If you do 5v5 it will be just as hard to do 8v8 i think. But off course, you will have twice or four times the amount of data being processed. However, if you do a remake , something can be done in compressing this.
6 fits in a bit like 8 does. 10 does not