The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Cedric6014 on April 21, 2007, 02:42:17 am



Title: Help! Competitive netplay hosting policy
Post by: Cedric6014 on April 21, 2007, 02:42:17 am
Hello

I need some feedback from the wise members of the UQM forum. Unwise members need not participate.

What happens when, in a league or tournament situation, neither would-be adverdsary can host netplay?
So far this hasn't been a problem as we have only had one player who can't host. But tomorrow someone else will join the league who has the same problem. Being a 'round-robin' league where everyone plays each other, what should we do when its their turn to *dance*?

I see there being two options:
1) The fight is called an automatic tie and both get 1 competition point and 0-0 for and against.
2) The fight is called a LOSS for both players as the first solution may lend itself to exploitation by those who cant claim to host and are to play someone far superior to them. So 0 comp points each - and maybe 0-0 for and against.

And what about in a KO situation where you MUST have a winner? Here is one solution:
Both players record retrospective default losses against their previous opponents - their previous opponents take their place in the final or whatever.

Okay, so that is very contrived but its the best i can come up with. I'm banking on others have better ideas.

Help!



Title: Re: Help! Competitive netplay hosting policy
Post by: Galactus on April 21, 2007, 06:04:20 am
How about an alternate host solution?  If someone could set up some sort of a VPN tunnel to a viable host system, or use some sort of remote host control program, like pcAnywhere, Remote Desktop, or VNC to remotely control that viable host system for the duration of a game.  That is one possible solution.  Not sure how latency would affect that solution, but that's got to be better than just taking a loss, or a tie, for the game.  Obviously, connecting to the closest possible viable host would be best.  Until someone comes up with an interface into a game hosting server for netplay, much like GameSpy, or Battle.net, than remote host control might be the only way.


Title: Re: Help! Competitive netplay hosting policy
Post by: meep-eep on April 24, 2007, 12:36:06 am
The programs which you proposed would not be viable for a low-delay game like this. But Hamachi would work. It does some dirty tricks with TCP, to make it appear either player initiated an outgoing connection. It will be a bit slower (for other reasons), but if the connection is decent, it shouldn't matter.