One thought would be to have people split across multiple games with some form of sharing resources and chat between them. Some of this can already be done with existing tools -- namely, ClusterIO (though I don't think it yet has a facility to sync chat).
One missing piece of the puzzle is a means of instructing a client to connect to a different server. Something like:
Code: Select all
LuaPlayer::connect_to_server(host, [password, [port]])
* Having a 'lobby' map that automatically (or manually) dispatches players to one of a set of multiplayer servers.
* Moving players to said lobby map before restarting a server
* A scenario that has only one resource per map (other than minimal starting resources) and requires building infrastructure on all maps to have a usable factory.
Presumably, this should fail if the player in question is not actually connected at the time/etc. It should also (probably) fail if the player in question is the server host.