Statistics saved on metaserver
Depending on the win condition and the number of winners / losers, all clients and the host should send the same data to the widelands game_server (which checks if all send the same - so cheating will at least be harder).
The game server will than save the data for each user.
Blueprint information
- Status:
- Not started
- Approver:
- None
- Priority:
- Undefined
- Drafter:
- None
- Direction:
- Needs approval
- Assignee:
- None
- Definition:
- Discussion
- Series goal:
- Accepted for build18
- Implementation:
- Not started
- Milestone target:
- build21-rc1
- Started by
- Completed by
Related branches
Related bugs
Sprints
Whiteboard
We've got our replacemewnt for ggz running, so this can be implemented.
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Dwarik:
i would suggest a different scheme
- 1 (or a small number of points) for defeating a player (say connquer hq for simplicity). even if it is the supper blitz. maybe set some requirement on minimum map size/hq distance so it doesn't just involve tiny maps with hq's in sight
- extra point for each military building conquered
- extra points for each soldier upgraded
- extra points for each building build
- extra points for each x number of wares created
and divide by game time. (or even better the square of game time) this way it will actually encourage people to work hard and finish the game. you wouldn't want someone to just leave his computer on and get points for refusing to conquer the last single barraks/woodcutter
===
Nasenbaer:
I moved the Blueprint to the Widelands wiki and further worked on the calculation of a standard defeat game. I further defined some rules for points, to get a better guideline - does this look better to you?
Work Items
Dependency tree
* Blueprints in grey have been implemented.