So this isn't as much of a suggestion as it is an idea I have.
I used to frequent these forums alot (more like lurk), and had this idea a while ago.
However, I may actually have the possibility of making it come alive.
Obviously the idea of Multi-player isn't a new one, nor is it one is isn't asked about much too often.
More often than not, good ideas of implementation are thrown around, but never fully commendable.
Well, now that I've started college to receive my degree in computer sciences, I've used my research scholarship money for a server computer, mostly to host my honey pot penetration test servers.
However, now that the semester is at an end, I am free to do with whatever I please the rack.
Link:
https://system76.com/servers/jackal-pro-2u Fully Customized Flat Rack (Jackal)
Implementation isn't something I see totally out of arms reach either.
A few buddies of mine and I were able to get a fully functional Bogue Multi-player server working.
The real-time no-pause standard wasn't really an issue.
The game functioned as normal, only with less time to react.
The only problem I see with completing this with DF would be the idea of how much source would actually be needed to implement the server correctly (proper server world generation, proper entity control).
The server runs Ubuntu Server 2016, and would have no problem handling something like this (I would assume).
What I would really want to know is if the community sees this as a good idea.
Where the server is located has Internet speeds of up to 2gb/s, so the network side seems plausible.
However, would real-time Multi-player ultimately ruin the rogue like style? For those of us who like turns, and planning out every move.
Would there have to be a cap in how fast the turns move?
Maybe a Multi-player turn acceptance game based apon world region.
Thoughts?