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Thread: The problem with Multi Player...

  1. #21

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    Quote Originally Posted by Tontow View Post
    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.
    I like this idea .

  2. #22
    Quote Originally Posted by DethChikkin View Post
    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 :/
    I'm usually not one demanding multiplayer, but I was thinking a LAN option would be nice to play against another human who could control the enemy carrier. I didn't think big enough to imagine one carrier per player, awsome idea!

    Timewarp could be troublesome, unless perhaps they could just ignore it and have individual timewarps (Philadelphia Experiment style ) for the carriers.

  3. #23
    Even games like Civilization V and Shogun 2, which one game can last for days, weeks or even months, have multiplayer. I don't think the length of the game would be an issue when considering multiplayers.

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