Me and spikesignal were thinking about trainz multiplayer.
And, we got a fair few ideas for improvments.
some of these ideas are:
So, this is open for discussion and expansion by other trainz multiplayer testers.
Note: I have based my ideas around security and protection of trainz and its third-party assets but not so limiting that you can't do anything with trainz MP, but this security can only get so far before the law can step in.
Edit: I was thinking aobut adding a feature in trainz where you can build your own bridges via a bridge-editing feature where you can edit via another grided window.
And, we got a fair few ideas for improvments.
some of these ideas are:
- In-game voice chat.
- Ability to hoast private servers not through auran's systems as a Host (Controls rules and regulations as well as the host's computer handling everything, rules, regulations, everything)/client (Basically not helping to control the server) connection (could possibly improve performance over auran's networks due to the fact that the host, nor client needs auran's networking servers to play, but still require a connection to auran to verify that it is at least a full leagel version to be able to play multiplayer to prevent piracy of the game when it attempts to join/create a multiplayer server.)
- Along with that, there comes the aspect of the ability to manually type in an IP address into a text box with "Connect" or "Connect to" to the left of it, symbolising "Connect/Connect to [IP address]" to manually connect to a 3rd party server in host/client client.
- Trainz not only looks for built-in or download station but it also looks for local for the same KUIDs that the host's server has.
What I mean by this is that both participants may have the same map, session, dependances, but not nessessarily avalible on the DLS. The system you've got is that it has to be either on the DLS or built-in to play Multiplayer.
If trainz can't find assets on either the DLS, local or builtin, trainz would supply copyable KUIDS, which you could send to your friend who's hosting, who could then sort something out.
Another point would be that it wouldn't be an offical server, like what most people host. - A trainz multiplayer lobby area (something like the picture below, but with different filters at the top and buttons at the bottom. Note: This is only a rough example).
Instead of route-dependant multiplayer sessions that displays multiplayer sessions depending on route type (you don't know how common multiplayer lobbies are to multipalyer games, trainz, so far, is the only non-lobby game I have met).
This would list all of the multiplayer sessions currently hosted in a table fashon, allowing people to sort through the servers into an order (using one or multiple filters in acending/decending order) which they would like it to be in to get the best results and multuiplayer sessions through through menus at the top which should include at least:- Name of server
- Number of players
- Max number of players allowed
- Game type (Free for all or dispatch, changable in-game)
- Map (Currently built-in is harbour master and port Ogen And Northern)
- Session (there could be multiple multiplayer sessions created)
- Voice chat authorization (Whether Voice chat is allowed).
- Server you joined last
- language (the language is allowed within the server so that noone's disabled due to language translation problems, could be replaced by a language translation piece of code which translates one lanugage into another.)
- Location which route, session and dependences are locaed (could be local, built-in, Download station or unknown.)
- IP
- Description (optional).
- Console (just an idea, toggled by the "`" button, the button beside the "1" and above the "Tab" buttons, can be changed, can be expanded on).
- Surveyor-like train placement within driver and driver configuation (this would allow a player to manually place a train of his choice, and assign a driver of his/her choice to it, no driver and train lists required), server owner can choose which consists can/cannot and only host can place from a list of local rolling stock, sorted out by the common surveyor list, this solves the issue of rolling stock cannot be replaced within-game when someone de-rails their train when I was playing trainz multiplayer.
So, this is open for discussion and expansion by other trainz multiplayer testers.
Note: I have based my ideas around security and protection of trainz and its third-party assets but not so limiting that you can't do anything with trainz MP, but this security can only get so far before the law can step in.
Edit: I was thinking aobut adding a feature in trainz where you can build your own bridges via a bridge-editing feature where you can edit via another grided window.
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