Anthallas
Recruit

Hi.
First, I would like to say that this has nothing to do with single player campaing, or enabling single player campaing as a multiplayer mode.
To descripe the system I am about to suggest I tell about a similiar system in another game. In IL2 flight sim there is a user created campaign system that allows players to choose a mission goals from a web interface. This web program then generates the mission, which in turn is played by the players. The server, which is usually just normal player hosting, takes automaticly an event log of what happens in the mission. This eventlog is then submitted back to the webprogram, which reads it and changes the campaing status accordingly.
This system ties many hundreds of individual multiplayer games together, giving meaning and context to the battles. Imagine a desperate siege where a castle will actually change hands in a campaing map, depending on your success?
As far as I understand, this kind of a system reguires the following of the M&B server sofware.
1. Ability to choose the game to automaticly send the event log of the battle to a certain web adress. Or at minimum take an eventlog.
2. Ability to see that web address ingame, so that players can ensure that the game is being reported correctly.
3. Ability to generate missios in some relatively simple format, like xml. So that the campaing systems can adjust troop types, money, equipment and choose map automaticly and send that mission to the host.
The campaing system itself can then be fully developed by players, so this should not increase the workload of the real developers too much.
First, I would like to say that this has nothing to do with single player campaing, or enabling single player campaing as a multiplayer mode.
To descripe the system I am about to suggest I tell about a similiar system in another game. In IL2 flight sim there is a user created campaign system that allows players to choose a mission goals from a web interface. This web program then generates the mission, which in turn is played by the players. The server, which is usually just normal player hosting, takes automaticly an event log of what happens in the mission. This eventlog is then submitted back to the webprogram, which reads it and changes the campaing status accordingly.
This system ties many hundreds of individual multiplayer games together, giving meaning and context to the battles. Imagine a desperate siege where a castle will actually change hands in a campaing map, depending on your success?
As far as I understand, this kind of a system reguires the following of the M&B server sofware.
1. Ability to choose the game to automaticly send the event log of the battle to a certain web adress. Or at minimum take an eventlog.
2. Ability to see that web address ingame, so that players can ensure that the game is being reported correctly.
3. Ability to generate missios in some relatively simple format, like xml. So that the campaing systems can adjust troop types, money, equipment and choose map automaticly and send that mission to the host.
The campaing system itself can then be fully developed by players, so this should not increase the workload of the real developers too much.