Xzex wrote:
That all sounds like a good idea, multiplayer would be very fun.
I do forsee some issues with online and even networked multiplayer play. I personally take about 5 to 10 minutes setting up my research tree and another 5 to start building a few ships on my first turn. this could turn out to be a very slow process if everyone had to wait for anybody who is particularly slow.
Online multiplayer is already planned with certainty and is already implemented in a basic state. An MMO version, as has been noted previously, is not going to happen however.
Xzex wrote:
now your leaderboards and rankings idea could work, somebody could post things like "fastest player to 100 systems colonized" and then have a listed time, or "biggest bloodbath" (most ship-to-ship destruction in a single battle) which could list the number of ships destroyed on both sides.
While it's not really a priority, if sufficient demand is shown for such things, we might also be able to implement a more robust multiplayer "lobby" that functions as a sort of a chatroom for setting up multiplayer games. This lobby, and perhaps an accompanying scoreboard/leaderboard could incorporate "guilds" into its functionality somehow if desired. I'm not a huge fan of the idea, though, and I can't really see there being a huge demand for something like that for a 4X
Xzex wrote:
I still agree that unless FO becomes a real-time strategy game (which it could, would be a pain for the programmers) actual multiplayer with multiple players on the same game would be very clunky and frustrating.
There are already a lot of 4X games that have online multiplayer - MoO2 and MoO3 being notable examples - and yes, they are always more clunky and frustrating than the single-player version; that's a price that a lot of people are willing to play for the ability to play against a real opponent. FreeOrion is being designed so as to make multiplayer as un-clunky-and-frustrating as possible, though.