Some good ideas...
You are pretty close to the way I will be handling chat. As of now PUSC has an IRC global chat gateway that will allow in-game realtime chat across all clients totally bypassing zone servers. You can see an image of it here
. As you can see it has a complete list box of those in a channel as most IRC clients do and I will be adding buttons to ignore, message and more. So there are lots of options for global in game chat to players on whatever zone server they happen to be on. In addition you can setup your own channel on the IRC server and have your team or friends chat there all in game and with all the security and control options IRC servers provide including passwords to gain access to the channel. Most awesome.
I will use this as a model for in game zone chat which is zone server controlled. Basically you will have a zone chat window that is semitransparent and when you click on it will activate option buttons and a list box similar to the IRC global chat. You can just make it out in that IRC image as the window under the IRC g-chat window where it says 'welcome guest'. Clicking on that will get into all the zone chat options. At first it will be zone specific chat and not interconnected to other servers. But once I get a solid server up for testing I will expand it to link to other servers for messaging and similar a actions. With the global chat in place there really is no need to expand local zone chat outside of the zone server. But things like messaging and other similar actions will be supported and unlike SS I can provide a popup in a transparent window letting respond easily and you wont miss messages as I often do in SS.
Quote:Central Hub Server
The current setup for connecting to a server is similar to how a player connects with Continuum. The PUSC client launch application (CLA) allows you to get a list of servers available and you can select and connect with them as seen here
. This is a pretty easy way to get connected to servers and familiar with a lot of game players. Probably the best reason to use this approach as it is one less server to run as all clients can directly connect to a server and no gateway server is required.
That said, I do see where your going with the idea of a gateway server and it is possible but at this point unlikely. But I will think about a bit.
Quote:Generic Game Info
I will start here by saying I like the idea of a user controlled event, using say an options menu to configure the event and then run it. Something like this would be great for league play and other team matches and events and is worth considering. I will really consider this idea as it is a good solutions to match/league play.
As for limiting players by skill or grouping them up it may be possible and I will look into adding features like this as we go along. I am trying to design the server to be configurable allowing customizations as you have described. So I will keep it in mind. The plan for now is to work through the basic server design process by starting of with classic CTF and other popular styles of play and then once the server is sold and secure I will layer on the kind of customizations your speaking of giving zone op a fair degree of control.
So all good stuff and will consider adding in what I can. Right now I am getting the preview demo ready and then it's on to hardcore server testing and development. The server is based in Linux and uses the same game engine as the clients so server testing as been part of the development all along and will soon be up and running. Once it solid enough for open beta (not far off) we will start to layer on more options.
Thanks for the input,
- Rich -