Hard Light Productions Forums

Hosted Projects - Standalone => Wing Commander Saga => Topic started by: Dorgo on January 08, 2007, 12:47:12 pm

Title: Multi Player
Post by: Dorgo on January 08, 2007, 12:47:12 pm
Is this great game going to have a multiplayer part to it, its what all other space sims havnt had.
Title: Re: Multi Player
Post by: Tolwyn on January 08, 2007, 12:51:03 pm
yes, but we are yet to create the interface for that part.
Title: Re: Multi Player
Post by: gevatter Lars on January 08, 2007, 01:31:02 pm
And some missions and other stuff ^_^
Title: Re: Multi Player
Post by: karajorma on January 08, 2007, 03:46:52 pm
I suspect you could knock up a dogfight mission in under 20 minutes if you had the interface art :)

Part of me gets really tempted to just stick a copy of sparky_hi in the WCS folder just to see if I could get the game online and play. The majority of me understands what an absolute support nightmare that would be once people who don't know exactly what they are doing try it :D
Title: Re: Multi Player
Post by: Tolwyn on January 08, 2007, 03:53:25 pm
actually Saga will play over the FS2Net server on port xxxx3. But there is not much sense in doing it since tables were not validated yet.
Title: Re: Multi Player
Post by: karajorma on January 08, 2007, 04:39:24 pm
Bah. Do it for fun! Sure you can't save stats but its Wing Commander multiplayer! :D


But yeah. Once you're done it will be really good to be able to play WC on multiplayer.
Title: Re: Multi Player
Post by: Tolwyn on January 09, 2007, 02:40:54 am
Well, we will need an additional 2d artist to get this screens done fast :)
Title: Re: Multi Player
Post by: gevatter Lars on January 09, 2007, 10:31:25 am
I want Kilrathi ship for the players ^_^
Title: Re: Multi Player
Post by: Tolwyn on January 09, 2007, 10:58:23 am
just start doing those mp screens, and I'll give you Kilrathi ships :)
Title: Re: Multi Player
Post by: gevatter Lars on January 09, 2007, 11:02:45 am
I can edit that myself...so its not that good kind of an "ansporn" ^_^
So and now I should go home...finaly after a long enough day.
Title: Re: Multi Player
Post by: Sonneboy on July 13, 2007, 07:49:37 pm
Is this great game going to have a multiplayer part to it, its what all other space sims havnt had.

Just an Idea:
Have a look at the X-Wing vs. Tie expansion: Balance of Power. It features a multi-player campaign that is truely coop-multiplayer.
http://en.wikipedia.org/wiki/X-wing_computer_game_series (scroll down to the X vs Tie part - read the end:

"Another notable feature of XvT and especially the BoP expansion is the support for 8-player cooperative play. It would be many years before anything like it would appear outside of massively multiplayer online games. Even 10 years after its release there doesn't appear to be another combat simulator game featuring such a lengthy campaign supporting 8-player coop." )


I admit that I am not that experienced in the FS2 possibilities - but the only multiplayer I've tried with FS has always been single missions manually loaded. There is no "storytelling" - no "feel" of a red line or a story. Just that mission - when finished, manually load a new one.

I love the cooperative play found in Balance of Power - you truely feel like a part of the story.

If this "feeling" could be implemented in Multiplayer Saga... omg... truely intelligent wingmen?!?! *sigh*  ;)

Cheers,

Sonneboy
Title: Re: Multi Player
Post by: Tolwyn on July 14, 2007, 01:48:03 am
it is possible to implement a multiplayer campaign. I fact, I believe that FS2 came with one :)
Title: Re: Multi Player
Post by: karajorma on July 14, 2007, 03:30:35 am
The one major drawback of playing campaigns in multiplayer is that you can't save progress. You have to play the whole thing through in one sitting.

I'd like to see that changed but I don't think it's worth doing anything till Taylor is done with his new pilot code.
Title: Re: Multi Player
Post by: Kazan on July 19, 2007, 09:56:19 pm
it would require a method of saving campaign progress on the server as well as the client (mutual validation) and also keeping your "best result" on a mission - ie on mission WC-COOP-01.fs2 you completed 3/3 goals one time.. you don't want to overwrite that later with a 2/3 - but if you get 2/3 one time then 3/3 later you want to keep the 3/3

also need to deny access to anyone who hasn't unlocked a specific mission
Title: Re: Multi Player
Post by: karajorma on July 20, 2007, 02:54:54 am
Actually I was just going to go with quick and dirty server side tracking as that would probably be more fun for everyone concerned. i.e if you played the first 4 missions of a campaign on the first night you would start at mission 5 the next time if the server remained the same regardless of which clients joined you.

Having to get hold of the same people who played last time could quickly become a real pain in the arse.

That said it might be nice to make it optional for the mission designer to insist that the same players are present so that you could make tournament campaigns where the results of one mission affected what you could fly and what allies you had in the second one. i.e kills = money to spend on better ships and weapons.
Title: Re: Multi Player
Post by: gevatter Lars on July 20, 2007, 09:50:39 am
Sounds like counterstrike in space with a tournament mode ^_^
Title: Re: Multi Player
Post by: MI123645 on July 20, 2007, 12:43:58 pm
It would be rather interesting to hire mercenaries as well. Or even corvettes.

Although it doesn't really sound Wing Commandish, it would add another fun factor to the game. It would also fit in Multiplayer mode nicely too.

Reminds me of that baserace mode (I don't recall the exact name) in Tachyon the Fringe. There were two teams and you had to gather resources by mining crystals and taking it back to your base. The resources could then be used for base upgrades, better weaponry and such.



Title: Re: Multi Player
Post by: Kazan on July 21, 2007, 12:27:36 pm
not the same people - just people who have unlocked that mission

IE to play mission 2 you MUST have played mission 1 succesfully somewhere.. not neccesarily with the person you're playing mission 2 with
Title: Re: Multi Player
Post by: karajorma on July 21, 2007, 05:11:26 pm
Ah. That's somewhat related to the point I was on about though. I don't know how much fun that requirement would be.

I might only require that the host has reached that mission. Or maybe make it up to the FREDder to decide whether the mission requires that all, some or only one of the players has reached that mission in order to unlock it.