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Subject: 
Lego Loco Multi-Player Sessions
Newsgroups: 
lugnet.admin.general, lugnet.general
Date: 
Wed, 31 Mar 1999 17:50:48 GMT
Viewed: 
104 times
  
There was a thread on r.t.l last week about hosting a multi-player
session of Lego Loco.  I would love to see this happen, but there are a
few obstacles to overcome.  Lego Loco requires that players joining a
multiplayer session know the host's IP address and this is usually
server-assisgned when the host connects and therefore cannot be
communicated to the other players in a timely fashion.  Some possible
workarounds to this problem:

* Having multiplayer sessions take place at an established time/times
throughout the week and having the host post his/her IP address for that
session to a LUGNET group (appearing instantly to others interested).

* Having a host who has a permanent IP address

* A dedicated Lego Loco server (I don't think this will happen or that
this is very practical)

I would like to see some regular Lego Loco multi-player sessions for
several reasons.  Throughout the years several people have tried setting
up Lego chats on IRC or their web-pages but it has never taken off.  The
multi-player Loco sessions would be similar to real-time chat, but they
would also have the added benefit of doing so while playing a
Lego-related game.  I think it would be a neat context within which to
socialize.

Also, I think the multi-player aspects of the game would really bring it
to life.  Designing your layout would be a lot more fun if you knew
others would see it and run their trains on it.

I think we need to take advantage of this feature in the software.  I'm
still scratching my head over why it was put in...it's too complicated
for kids to figure out the internet method and I don't know of many
families that have a LAN in their house, and even if they did, would
they use it for networked Loco games?  I suppose it was fun for the
developers to use it in their offices...but come on.  Let's make some
use out of it in the AFOL community at least.

Some other things to consider:

Would a special LUGNET group dedicated to announcing game start times/ip
addresses be warranted?

Only 9 people can join one session.  Would we need multiple hosts?

--
Thomas Main
main@appstate.edu



Message has 4 Replies:
  Re: Lego Loco Multi-Player Sessions
 
I f you can get the players to install and register for ICQ, getting IP addresses is a breeze. The service is free. and available at (URL) Fay Thomas Main <main@appstate.edu> wrote in message news:37026078.13341D...ate.edu... (...) (26 years ago, 31-Mar-99, to lugnet.admin.general, lugnet.general)
  Re: Lego Loco Multi-Player Sessions
 
(...) I could put up a server with little difficulty, with a permanent IP. I might not be able to leave it running 24/7, but I could probably run it each night and all weekend, and if it has a dedicated mode like Quake2 does (doubtful), I could (...) (26 years ago, 31-Mar-99, to lugnet.admin.general, lugnet.general)
  Re: Lego Loco Multi-Player Sessions
 
(...) Sure -- especially since it would be very useful in news-by-mail (e.g. mailing-list) form. Just need to think of a name...something extensible and forward-consistent with other possible things of this type. Maybe something under a new (...) (26 years ago, 31-Mar-99, to lugnet.admin.general, lugnet.general)
  Re: Lego Loco Multi-Player Sessions
 
Thomas Main wrote in message <37026078.13341D5A@a...te.edu>... (...) I was in a multi-player session two weeks ago with a guy in the Boston area (I'm in North Carolina). We were able to connect and send postcards to one another. Very cool. I'm (...) (26 years ago, 3-Apr-99, to lugnet.admin.general, lugnet.general)

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