G'day!
Before I begin, I am fully aware that I do not know the current state of what HexEnt has already developed and it is quite possible they have solved this problem a long time ago. I am merely going by what was last heard when it comes to multiplayer... which is to say that one of the problems was the speed of the game when dealing with 2v2 or greater (due to increased prompts etc). I'd love to know what the current status is along with what hurdles still need to be overcome.
Anyway, on to a possible solution for speeding up multiplayer games...
A Queue System
So, this is a little tricky to explain but here goes... In a way it would be somewhat similar to how you create macros, you record a set of actions and (in this case) attach that recording to a UI element that can then be clicked later to play said recording.
Let me try and paint a picture...
I'm in a 2v2 game and I'm going to be the player that plays 4th... It's turn 1, so I've hit 'pass all until my turn' (a new hotkey that would be handy for said modes).
Skip ahead several turns and now players are taking a bit more time, playing resources and troops etc. It's currently on player 1 and I have no resources available and no ways to interact for the time being, so while each player is doing their thing (I've clicked pass all) I am now recording a few macros for when it is my turn.
So, lets say out of the cards in my hand, there are only 3 possible things I can do...
1.) Play Shard X, Play Troop X
2.) Play Shard X, Play Troop Z
3.) Play Shard Z, Play Troop Y
So I then hold a hotkey (to initiate recording) and then click shard x and troop x and let go of the hotkey... UI element 1 is now glowing and has recording those inputs (when hovering over UI element 1, it shows me the recording in a little pop up)
I then hold the hotkey again and click shard x and troop z... now UI element 2 is glowing and has recorded those inputs.
I repeat this step for UI element 3 for the 3rd available option.
Recording those actions takes me 15 seconds...
Now skip ahead to my turn... I draw Troop A which gives me 1 new possible play for the turn. I can now either click Element 1, 2 or 3 or just play normally and play the new option.
Another quick example, you could do a recording to use removal on a specific troop or a trick on a specific troop... Then when clicking that UI element, as long as the specific troop is still a valid target, you can just hit the UI element to trigger your tricks/removal etc... the more complex the recording, the more time you save (since you are recording options during downtime).
Benefits
Such a system would (theoretically) speed up games exponentially, a maximum of 5 recordings would likely be a sufficient amount and once players are proficient at using it, you would/should see additional increase in speeds.
There are other things that you could also do in combination with such a system, but I don't wanna go into too much detail right now, instead I just wanna get the basic idea out there.
Cheers
HAVOC
P.S - If anyone at HexEnt likes any of the ideas that I post, I am willing to work for FREE to design and flesh out any of my ideas further.
P.P.S - I personally don't give a !@^% how slow multiplayer games are compared to single player, mainly because I will be playing and talking with friends so any downtime wont even be noticeable. Downtime in hex currently (waiting for opponents to make decisions etc) is only noticeable because there is nothing else to distract you (for most people). Even if you have a lot more waiting in multiplayer, the fact that you have a friend to talk to and discuss strategies etc, helps alleviate that greatly.
Before I begin, I am fully aware that I do not know the current state of what HexEnt has already developed and it is quite possible they have solved this problem a long time ago. I am merely going by what was last heard when it comes to multiplayer... which is to say that one of the problems was the speed of the game when dealing with 2v2 or greater (due to increased prompts etc). I'd love to know what the current status is along with what hurdles still need to be overcome.
Anyway, on to a possible solution for speeding up multiplayer games...
A Queue System
So, this is a little tricky to explain but here goes... In a way it would be somewhat similar to how you create macros, you record a set of actions and (in this case) attach that recording to a UI element that can then be clicked later to play said recording.
Let me try and paint a picture...
I'm in a 2v2 game and I'm going to be the player that plays 4th... It's turn 1, so I've hit 'pass all until my turn' (a new hotkey that would be handy for said modes).
Skip ahead several turns and now players are taking a bit more time, playing resources and troops etc. It's currently on player 1 and I have no resources available and no ways to interact for the time being, so while each player is doing their thing (I've clicked pass all) I am now recording a few macros for when it is my turn.
So, lets say out of the cards in my hand, there are only 3 possible things I can do...
1.) Play Shard X, Play Troop X
2.) Play Shard X, Play Troop Z
3.) Play Shard Z, Play Troop Y
So I then hold a hotkey (to initiate recording) and then click shard x and troop x and let go of the hotkey... UI element 1 is now glowing and has recording those inputs (when hovering over UI element 1, it shows me the recording in a little pop up)
I then hold the hotkey again and click shard x and troop z... now UI element 2 is glowing and has recorded those inputs.
I repeat this step for UI element 3 for the 3rd available option.
Recording those actions takes me 15 seconds...
Now skip ahead to my turn... I draw Troop A which gives me 1 new possible play for the turn. I can now either click Element 1, 2 or 3 or just play normally and play the new option.
Another quick example, you could do a recording to use removal on a specific troop or a trick on a specific troop... Then when clicking that UI element, as long as the specific troop is still a valid target, you can just hit the UI element to trigger your tricks/removal etc... the more complex the recording, the more time you save (since you are recording options during downtime).
Benefits
Such a system would (theoretically) speed up games exponentially, a maximum of 5 recordings would likely be a sufficient amount and once players are proficient at using it, you would/should see additional increase in speeds.
There are other things that you could also do in combination with such a system, but I don't wanna go into too much detail right now, instead I just wanna get the basic idea out there.
Cheers
HAVOC
P.S - If anyone at HexEnt likes any of the ideas that I post, I am willing to work for FREE to design and flesh out any of my ideas further.
P.P.S - I personally don't give a !@^% how slow multiplayer games are compared to single player, mainly because I will be playing and talking with friends so any downtime wont even be noticeable. Downtime in hex currently (waiting for opponents to make decisions etc) is only noticeable because there is nothing else to distract you (for most people). Even if you have a lot more waiting in multiplayer, the fact that you have a friend to talk to and discuss strategies etc, helps alleviate that greatly.