Author Topic: Feature wishlist for multiplayer  (Read 55505 times)

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Offline MatthTheGeek

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Re: Feature wishlist for multiplayer
 :bump:
Necrothreaded.
Sounds like it hasn't been requested already, so I'm putting it here :
- Allowing players spawn locations to be fredded the same way as for other ships, so you can set them for example near a ship, or in the docking bay of a ship, that could move during the missions, avoiding the player to have to travel 6k or so every time he dies because the action has moved somewhere else. That's a must-have for converting some SP missions to coop, and can also help the "everyone respawn at the same place" issue in dogfights.
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Offline bigchunk1

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Re: Feature wishlist for multiplayer
Quote
help the "everyone respawn at the same place" issue in dogfights.

+1

This is an issue I run into frequently, Especially for Capship Dogfights.
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Offline Shade

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Re: Feature wishlist for multiplayer
Good one. Added to the list.
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Offline KyadCK

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Re: Feature wishlist for multiplayer
Simply put: the ability for host to see who has hacked files.

I find it somewhat strange that everyone playing but host can see who has hacked but not host him/her self. seems a bit counter productive even.
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Re: Feature wishlist for multiplayer
Did some posts disappear?

 

Offline General Battuta

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Re: Feature wishlist for multiplayer
They were split into a new thread.

 

Offline Satellight

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Re: Feature wishlist for multiplayer
Never far away from HLP and from a computer with an installed FreeSpace.

 

Offline Hades

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Re: Feature wishlist for multiplayer
Not sure if these have been asked before but:

  • training msg works on a per-player basis instead of for everyone
  • when a player ship dies, the beams are not freed anymore if they respawn, I think it should still be beam-freed when they respawn.
  • more players all around, especially for TvT
  • the ability to assign players to any wing, and having more than 3 wings a player can be in, basically unlimited player wings.
  • ability to have more than 4 ships in a player wing, Alpha wing, etc.
  • The ability to have fighters or bombers to launch from player-controlled capital ships' hangar bays.

I think I had more things to ask for but I forgot so I'll post those here when I remember.

« Last Edit: March 27, 2011, 05:33:25 pm by Hades »
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Re: Feature wishlist for multiplayer
Does anyone know what kind of progress is being made on Squad Wars?
I know this isn't really the place for this, I was just wondering if any of you knew anything.
« Last Edit: March 28, 2011, 07:26:17 pm by GameSlayerGS »

 

Offline Mura

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Re: Feature wishlist for multiplayer
@ GameSlayersGS: Most likely NON AT ALL, unless you want to take a dip in the staggering ammount of notes or ask around more, i don't think we can now for sure, but i don't think multi has got any features in a while.

@Hades: People already complain about the netcode, adding more people might worsen it :/

Also, some of those seem to be more of bugs than features, like the first, second and sixth. Try reporting it in mantis or talk to a coder to see what they have to say about it, most likely you'll be requested to submit it in mantis.
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Offline ShivanSpS

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Re: Feature wishlist for multiplayer
I think improving cooperative gameplay should come first... remember we are in the era of 4-player cooperative games.

-We need more multiplayer campaigns, fix the retail one, that looks very bugged the last time i attempted to play it (if no-one is working at this, ill probably give it a go myself in April).
-Multiplayer campaigns need to save progress for all players (it has been already posted)
-We need command briefing and videos to multiplayer too!
-In-game joining(it will ever work?)
-a new game mode, 2 Teams cooperative, i has already making this kind of mission back in retail days at pxo... a good example is the SOC mission to rescue snipes in the nebula... one team has to go get to him, the other team are those hercs that where with the transport, fighting off the shivans. I used TVT mode to simulate this.

Once a good cooperative gameplay is stabilised, them the work can start in improving tvt and dogfighting.

 

Offline Zacam

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Re: Feature wishlist for multiplayer
-We need more multiplayer campaigns, fix the retail one, that looks very bugged the last time i attempted to play it (if no-one is working at this, ill probably give it a go myself in April).

If by that, you mean the SP Campaign as Multi, it's already being worked on. If you mean the Multi misisons as otherwise, that's part of what Team MULTI is about.

-We need command briefing and videos to multiplayer too!

May or may not be possible. While it should be a fact that people (in retail at least) will all have them, there may be issues on synchronizing progress through them. This is really only a concern in terms of the Single Player as CoOp Campaign though, as most regular missions just don't have any at all to start with, which make it less of a necessity or requirement to make the work in a multi environment.
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Offline bigchunk1

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Re: Feature wishlist for multiplayer
The kind of things being requested in the last few posts take a LONG time to implement. It is very hard to justify implementation that will see more hours in development than hours being enjoyed by actual users.

Why people haven't gotten interested in multiplayer is beyond me, but in order to be fair to coders, I think it's important to wait for multiplayer to pick up. That means more players on IRC actively asking for and setting up games. If you REALLY want to see multiplayer change into something exciting here's what needs to be done.

1. Try to see if you can forward your ports so you can host.
2. Log onto IRC regularly and try to setup games. Weekends are best, but anytime can work.
3. Post on the multiplayer thread about your experience or if you have questions, and give it some more activity.

These things NEED to happen before we can even think about going to coders and asking them to spend their months on these features. The_E has mentioned earlier that there are maybe 12 or so players who regularly seek multiplayer games on IRC. That number, as much as I don't like to admit it, is not inaccurate.

Edit: This post sounds a little more angry than it should. Multi is a fun experience though, and it is more so with more people.
« Last Edit: March 29, 2011, 10:50:25 pm by bigchunk1 »
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Offline chief1983

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Re: Feature wishlist for multiplayer
Well, a while back I began the process of figuring out the old PXO SquadWar code, even went so far as setting up a ColdFusion server in my basement.  It's occasionally up and running, when the box it's on hasn't crashed.

More recently, I began converting some pages, and modeling out the old database stuff in PHP as a starting point.  Just today I managed to get enough of the database stuff modeled to port over the home page.  Everything in the image is being pulled from the database, nothing is hardcoded, any more than the original SquadWar.

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Offline headdie

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Re: Feature wishlist for multiplayer
excellent stuff massive :yes: to you
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Offline achtung

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Re: Feature wishlist for multiplayer
I want to add a little wish to avoid something that has caused me much pain in other games in the past:

-Implement proper automatic mod downloading that allows the mod to be picked up from the server the game is being hosted on OR an external server as specified in the server's configuration. Serious bonus points if the downloader has the brains to go out and search for a mod automatically from a default list of sites (ex. fsmods, f2s, HLP).
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Offline Shade

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Re: Feature wishlist for multiplayer
That has been considered before, but rejected because it is unreasonable to hold up a game for the several hours it might take a player to download a new mod. All mods that currently have a multiplayer component are huge, so it is simply not feasible.

There's already a request on the list to inform players about which mods are being run by who, though, so if that gets implemented down the line it might be a good idea to include a link to a download location as well. But auto-downloading mods in multiplayer is not going to happen, because of the time involved.
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Offline achtung

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Re: Feature wishlist for multiplayer
I still think it would be more than worth it to make it an option. Possibly make it inform the player of the size of the file, and the time needed for download. This is standard behavior for many very popular games, and I don't hear too much complaining.
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Offline Shade

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Re: Feature wishlist for multiplayer
There's a difference. When you join a game in Freespace, the other players can't play until everyone is ready.... including the guy who is just now downloading, say, Blue Planet+Blue Planet WiH+Blue Planet multi pack+MediaVPs 3.6.12 for a nice cozy 4.3 gigabytes worth of waiting. And even if it did download it and install it correctly, the game would still need to restart in order to use it, forcing the person to quit the server anyway. So really, this sort of thing should not happen as part of a game.

I'd love to see the ability to download and switch mods from within the game instead of having to use the launcher and needing a restart, but if it ever happens then it needs to take place before people join a game so it won't hold up other players.
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Re: Feature wishlist for multiplayer
What if we at least added a feature somewhere in the game to download and install mods and such from the game? Each server could then present the player with a list of required mods and a button to go download them. He player could then leave the server to go on with the other players while the player went and downloaded the mods. Then the player could attempt to join again, once the mods were installed and the game was restarted.