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Thread: The problem with Multi Player...

  1. #1

    Lightbulb The problem with Multi Player...

    It's been baffling me for ages now (well since I became aware that CC won't ship with MP), and it seemed really odd that a company, with a wealth of programming skillz (mad skillz if you will), didn't design a MP component into a game that was so obviously crying out for it (imagine, if you will, Counter Strike as a SP ).

    So it's most probably not a techincal issue...

    I think the main issue with MP for CC is the scope and scale of the game. How would you coordinate start and stop times for games/battles? People have been reporting spending over a day (and I'm pretty sure they mean a literal, bleary-eyed 24hrs in the saddle) playing the 9 island SP demo! So, with potentially 30+ islands in the full game, how would you arrange for multiple people to play for such a long time?

    I guess one "simple" solution would be to have fewer islands, but that would have a more "arcadey" feel, reduce the strategic and tactical level of play, and generally change the game dynamics.

    How do "massively multiplayer online role-playing game (MMORPG)" handle this problem? Bear in mind the issues relating to a "persistent universe/world". Also, don't forget the specific issues relating to this game (tech. development, island capture and retention, resource acquisition...etc.).

    So folks, over to you. All thoughts and comments gratefully received and exchanged.

    (Sorry if someone has covered this topic before, I couldn't find it in searches.)

  2. #2
    I think possibly a coop fight against a strong defence island would be a good idea, even to the point of allowing 2 carriers. Would certainly give a good length game. For multiple islands you are going to need to be able to save. I think the game lends itself to MP coop rather than head to head, but that's just me..

    G

  3. #3
    I'd be happy with co-op only (at least on release) and have it so that each person controls from the same carrier. They can take control of any unit or gun that they wish (hell, imagine a driver and a gunner on a tank). If their unit is destroyed, their view goes back to the carrier and they can control the next one (if available).

    Basically, give them the same abilities that single player has. If a unit is already being controlled and someone wants to take over, then it will flash on their screen that someone wants control, and they can switch back to carrier or another unit (think Trine 2 MP).

    This game probably should not have a multiplayer lobby. AI War: Fleet Command did not use a lobby because they felt that games with randoms just won't work. They did have an IRC channel for setting up games though, if people wanted to put in a little effort. It worked out really well in the end, because when it takes effort to set up a game, you filter out the people who don't want to put an effort into teamwork.

    One person, not necessarily the host, should be voted in as commander to oversee operations as well. Again, if it takes a little effort to start a game, then voting a commander will be insignificant.


    This eliminates most, if not all, problems which would be encountered in building MP support for co-op. Plus, you can have pick-up games with friends, and having them join in on the middle of an island assault wouldn't be a strange break in immersion.
    Last edited by Anticept; Apr 15 2012 at 17:02.
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  4. #4
    Once played a saved game in football Manager every week for four or five hours with over ten friends and at some points it was into the teens. Yes totally different game but we started in the football season 2003-4 and played every match managing our teams at the same time till I think it was 2022. it’s not a quick game with periods of just working away and waiting as it moves in game day by day….but very enjoyable it was.

    You can make it work if you get the right players and set up. Four ships with a 2v2 would work, you just have to make sure the game is saved by a host to carry on when everyone wants to.

  5. #5
    Second Lieutenant GossamerSolid's Avatar
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    Quote Originally Posted by TaktiX View Post
    I think the main issue with MP for CC is the scope and scale of the game. How would you coordinate start and stop times for games/battles? People have been reporting spending over a day (and I'm pretty sure they mean a literal, bleary-eyed 24hrs in the saddle) playing the 9 island SP demo! So, with potentially 30+ islands in the full game, how would you arrange for multiple people to play for such a long time?
    You've obviously never played Sins of a Solar Empire.

    There would be options for how large of a map you want and of course there would have to be save/load functionality.

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  6. #6
    Quote Originally Posted by GossamerSolid View Post
    You've obviously never played Sins of a Solar Empire.

    There would be options for how large of a map you want and of course there would have to be save/load functionality.
    LOL I was just thinking the same thing! 4 of my friends and I had a game that we spent about 8 hours in and played through 4 loads over three days once...still awesome!

    I love the beta but I *really* am crossing my fingers for multiplayer - especially coop. So many of my friends and I have days where we cant agree on playing an FPS or a strategy game. Carrier would solve that issue by letting each person play roles depending on their mood. Tons of other games out there have done this very well...Empires mod for Source Engine, Nuclear Dawn, Battlezone I & II, etc.


    Also, who composed the music in game? The soundtrack is amazing! Is it Troels Folmann? It seems to have his style to it...anyone know?

  7. #7
    Quote Originally Posted by GossamerSolid View Post
    You've obviously never played Sins of a Solar Empire.

    There would be options for how large of a map you want and of course there would have to be save/load functionality.
    Exactly there are many mp games that take a long time and require saves F1 2011 co-op, settlers to name a few.

  8. #8
    i dont know about coop, but the idea of taking islands against a human enemy carrier is just boss. i was hoping this would be shipped with the final product.... imagine 50 or so islands being fought over by four different carrier's. madness! but i guess the time-warp would mess that up :/

  9. #9
    I hope bis implement option for us to jump into island defense too instead of just the carrier units.

    This way we can do PvP and sides can just jump to control island defense turret, manta and walrus without being bored to death waiting in the carrier.

    Then i can lurk in a walrus behind building to ambush the attacking enemy player =)
    Last edited by gunso; May 7 2012 at 02:44.

  10. #10
    Just make a ridiculously huge persistant map, say 200+ islands per world.
    Have 2 or more factions fighting over those 200+ islands.
    Limit the number of carriers that can be at an island at a given time, but make sure to set the islands up to allow the maximum number of battles at any given time.

    Sit back and watch all out war as the community works together to decimate the other side.


    This should work with the current design as islands seem to be instanced.

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