MMORTS
 
Definition and explaination of MMORTS
 

- M - Massive
- M - Multiplayer
- O - Online
- R - Real
- T - Time
- S - Strategy

- massive multiplayer online real time stratergy.

 
MMO
A massivly multiplayer game ( MMO ) is a type of game that allows hundreds and thousands of players to player the same ga,e simultainiously round the world
by use of the internet.
 
Types of MMO
There are many types of massively multiplayer online games.
 
MMORPG

Massively multiplayer online role playing games, known by the name MMORPG,
they are the most famous type of MMO.

Each player has only one character and that one unit alone.

No Problems
Each action is being done step by step.

 
MMOFPS

MMO first-person shooters.
These games provide combat on a large scale that combine the gameplay of an FPS with a huge nu,ber of simultainious players.

Each player has only one character and that one unit alone.

Due to the technical difficulties presented with a large number of sinultainious players, very few MMOFPS have been developed.
MMOFPS's tend to require computers more powerful than those needed for an MMORPG.

1st Problem
Reaction times have to be fast, contrary to MMORPG.
The first concern is the delay of information between players, moreover the servers for MMOs
tend to be in a centralised place (which isn't convenient for players far from the server).

 
MMORTS

A number of games makers have tried to introduce real time stratergies
into the MMO mode.
Some notable MMORTS games are memorable.
But nevertheless each player doesn't have just one person, or only one unit.

For RTS, each player controls several units (about a hundred),and to our knowledge, no MMORTS has ever been made before. Most of these RTS's are limited to 8 players, thus this is not massively multiplayer, but just multiplayer.

1st Problem
Contrary to other MMO games, here each player has more units, the premier preocupation is of the capacity to send and receive information between players

2nd Problem
In most other MMO's the unit or the person of the player is always on screen, the player only ocupies one unique place in the world of the game, all the action of the player is limited to the area around the person. On the contrary, for an RTS multiple units in the presence of the player doesn't limit the placing of the camera, and the actions of units out of shot that are on the other side of the world MUST be executed.

3rd Problem
Also, the multitude of units and their internactions (imagine a battle arranged between several players who each have tens of units) impose great difficulty in the rendering of the world in different zones.

4th Problem
Reaction times between different players while less important than a FPS are still more important than those for a MMORPG.

 
Others

Most other MMO's are apparently simulation games.

Each player controls just one character, or just one unit.

 
The Technology of MMORTS Rogues-Islands
 

Our technonlogy allows us to surmount all the difficulties of an MMORTS, where each player controls about a hundred units.

Our technology allows not just players, but 1000 players per server.

There are difficulties that have to be solved, ( you have seen 4 of the, already).

With more units, you must also inform the other players, battles, modifications to the terrain, projectiles, etc.
Effectively, for the most part of MMO games the world is pre-established and remains the same for all players, whereas in an RTS the world is constantly changing as the players create the environment (villages, fortifications ect ...).

A small calculation to give you an idea!
For example :
-1) a server with 200 players connected.
-2) each player has about 100 uinits.

So there is a total number of 200 players X 100 units = 20000 units.
There are only 20000 units, yes, but the real calculation is
(100 units X 199 players) X 200 players = 3 980 000 informations.
( thats a lot of units and if all the units move, or if they loose life points, or others,
you must restart sending modified information.)

Explaination a player sends 100 information of 100 units to 199 other players,
then the following player also sends 100 informations of 100 units to 199 other players,
and the following player sends bla bla bla, etc , etc all the other players have to give each other their information.

We will let you do other calculations, for example the buildings and projectiles
(projectiles : imagine 30 archers who draw, about 30 arrows that leave at about a speed of 22m/s so they must send 30 arrows to 199 other players: 5970 arrows!!!!!!!!!)

Our technonlogy is made for players with a 56k modem: YOU CAN DO IT!

 
 
 
 
 
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