RE: Team games
That would be a wonderful feature for a PzC 2. There would also be a revert-to-AI if the turn wasn't returned timely.
The bane of all multi-player games is that they are only as fast as the slowest player. Bearing in mind RL comes first and many delays are unavoidable or necessary, the reality is that what usually happens in multi-player is that they start out OK, then as turns go on they get slower....and slower....and slower. More often than not, the game then collapses.
I think however it would require a reworking of the PzC code, as it would mean allowing players to create sub-commands for each side.
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