Ok, heres a radical 1am 3 cans of Special Brew idea......
The problem with Multiplayer freespace at the moment seems to be the ship limit and apparently some problems when using mods, even if both computers have exactly the same files installed?
How about something like a Freelancer setup, where you can run the server as a seperate proggy. That would allow coders to work on it without getting wrapped up in FS code, at least for the server half of it, especially if theres someone who knows about DirectPlay. For all I know, you may even be able to use some of the Multiplay code already in FS2.
The other idea is how about ship packs? HLPers vote to create each pack, selecting their favourite ships. It would take a small amount of work to balance the things out, I admit.
That way, when FS2 goes to load Ships.tbl and process it, if it is Multiplayer, it checks the value of 'x' and loads Shipsx.tbl instead? (Or backs up Ships.tbl and creates a new one from Shipsx.tbl).
The ship pack being used could be selected from Fred (though Fred would probably have to restart, loading the new Ship table). The pack number would be saved as part of a multiplayer file.
I haven't coded in years (Z80's) and this looks like a long term nightmare job to me, but then, I thought that about Glowmaps and Specular as well

It means a sacrifice of only haveing a maximum of 130 ships, but who has 130 different types of ship in a mini-campaign?
Flipside
