Co-op Mode in Sins

I originally posted this in an old threat about co-op mode, but for whatever reason it doesn't seem to be coming up onto the main page. So i'm going to take the liberty of creating my own post and hopefully thus jump-starting discussion on this particular issue. I think Co-op mode would be a huge plus for this game, especially in a LAN environment. I was reading another thread here that mentioned that the game would support a 1:2 ratio of serials to players in game. Having a co-op mode will help encourage casual players to get into the game (without the frustration of necessarily always losing, or having to practice on one's own for a long time before jumping in) and maybe buy it themselves. Anyway, without further ado:

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This thread hasn't been talked about for a while, but I can't find any other threads on co-op mode for this game. I want to throw my own two cents in to encourage the designers to implement a co-operative mode. In particular, I support a more free-form version of co-operative mode rather than a role-defined one. First, though, why co-op is a necessary part of multiplayer - ESPECIALLY for a game of this scale:

Many gamers, especially those who can't devote the kind of time they'd like to a new game, simply aren't good at all aspects of strategy, grand strategy and tactics. People who play TBS games, for example, are more likely to be good at the macro scale stuff, but have a harder time instinctually with fleet combat, and especially the constraints of real time. Some players are going to be better at economics, or war fighting, or any number things. While this is true in all games, here, having a disparity in your abilities on one front or another can be really lethal. If you're a great fleet commander but just suck at organizing research and your economy, you are going to have a hard time enjoying the game, because you simply can't win without simultaneously being a competent fleet commander, economist, political scientist and so on. The learning curve will be daunting for all but hard-core players - people who can put in the time to practice extensively. Casual gamers - people who may be inclined to buy the game, but have to fit in careers and other such things around their play time - are going to have a hard time doing the same thing. If, on the other hand, they can work with other people to manage the same empire, they'll have an easier time picking up the game and are more likely to enjoy it. If they enjoy it, they are more likely to stick with it. This gives us all a more lively multiplayer experience, either in LAN or in internet form.

In my own case, while I think this game is fantastic, I'll have a hard time getting to play the game with any of my friends (who are all now in college/getting ready to graduate), as they may be inclined to play and buy the game, but aren't willing to spend hours and hours learning the game well enough to be competetive. On the other hand, if I can work cooperatively with them, then I can ease them into the game (giving them a more fun and sociable way of learning it) and also have a more fun time myself, playing with people I know and enjoy doing things with. (I also like random matches online and such, but even there, one often makes a few select friends that one at least sometimes likes to play explicitly with).

In 90% or more of all cases, co-operative play is going to involve people playing with other people they know (either RL friends or people they've gotten to know online). Accordingly, there should be a relatively large amount of flexibility in the organization of a co-op empire. The option to control anything and/or everything should be available to all of the players, who should be able to work out what each of them wants to work on at any given time. This allows players' roles to evolve as the game progresses. I might start, for example, with the initial build up and expanion, but then get very interested in a particular campaign, or a particular fleet. I would want to be able to say to my comrades "Hey, you take over the empire, or fleet X for a while, and I'll do such-and-such." I've found in games like Starcraft or Rise of Nations, that this can work quite well. One of the best games I ever played in RoN involved me managing a naval invasion while my co-op partner covered the landing with air power and cruise missile strikes. Later, he took over managing the bridehead we'd made on the enemy continent while I prepared reinforcements. This flexibility is key to exploiting the capabilities of the game and overall system; had I been confined to an "economic" role, or he to an "air power" role, what we accomplished would have been impossible.

In a game like Sins of a Solar Empire, this can only have even more potential. There is so much going on that no single player will ever be able to manage everything completely, regardless of how good they are. The best they can do is a little micromanagement in a lot of places, or a lot of micromanagement in a few places/fields. With multiple players managing the same forces, however, the potential exists to have a lot of detailed, human control over a lot of aspects of gameplay. This can only be a good thing.

Now, I can see an argument for a role-specific command interface as well. In clan-based play, where individuals aren't as personally familiar as one might like, or highly competitive games where tension can get high, it may make sense to have designated roles. Whoever was designated Emperor (or primary leader) of the Empire would then want to be able to assign competencies to his lieutenents. In these cases, I'd advocate a tiered system based on two axes: Scale and Roles.

On the Scale side, the Emperor should be able to assign the limits of a lieutenant's competency on a sliding scale, from maybe the planet level all the way up to the Empire level. There might be specific region and sub-regional levels as interim stages. On the Roles side, the Emperor should be able to assign players control over Resource Gathering/Economics, Construction/Development (Infrastructure), Construction/Development (Ships and Fleets), Research and Military Affairs, to name a few hypothetical categories. Someone with more gameplay experience might be able to come up with better categories than me. Each Role should be assigned a particular scale, and each of these scales and roles should be flexible, meaning, the Emperor can change them as the game goes. So, if the Emperor wanted a fleet commander, he might give him the Military Affairs Role, and give him a regional scale of operation, allowing him to use units in an entire theatre of war. If he wanted a planetary governor, he might give him Economic, Infrastructural, Fleet and Military Affairs Roles, but limit them all to the planetary scale. He could then assign the planet, and that person would be able to build up the planet economically and increase its defenses (and, manage units in orbit to organize the defense in the event of attack). Another possibility would be to give someone the Economic and Research Roles at the Empire scale. This person would be responsible for interplanetary trade, and general research orientation. And, of course, the Emperor should be able to give someone complete control over everything (sort of a viceroy power), so that the Emperor can go to the bathroom, get a sandwhich, enjoy his harem or more realistically, focus on a particular area.

The advantage of this flexibility would be that different Emperors could assign roles based on their own play styles and the play styles of their subordinates. If you're the kind of emperor that likes to give his lieutenants a lot of independent control, give them more roles at a larger scale, and they can effectively manage entire district of the empire for you. If you tend to be someone who wants to only delegate a particular duty to your subordinate, well, you can do that too. At one end of the scale, you have effective co-leaders who work entirely together to manage the empire collectively. At the other end of the scale, you have a bureaucratic empire, with particular generals, planetary commanders and suchlike in a hierarchy of power.

I feel like such a system could fit in well with the already fantastic empire tree management system. One way of implementing the scale part of the roles/scales system I mentioned would be the following: When defining roles, you could simply select the parts of the empire you want to assign to a particular player. Everything below the level you select that fits withing a particular role would be useable by that player (those units might have some indicator on the lieutenant's screen so that he'd know what he could control. This might include changing the color or some such). If you had a guy you wanted to make a contruction manager for an entire region, you'd select the role and then select the level in the empire tree corresponding the area you want to give him jurisdiction over. Every construction ship (for example) in that area would now go under his control. If you wanted to give him control over particular fleets, you give him the military role, and then select the relevant groups of ships, or, select a set of planets, and all of the ships at those planets will become 'his.' Of course, the emperor still can control any unit he wishes, and if there is a disagreement over policy, the emperor can remove units from a player's control as a sort of *Imperial Veto*.

Well, that's all for now. What do you guys think?
30,281 views 33 replies
Reply #1 Top


Well, that's all for now. What do you guys think?


I think double-posting is a bad idea.

Just an FYI, but there is a slight lag between posting and the boards "refreshing" -- I use the "recent posts" section (which updates much more frequently) to avoid that issue.
Reply #2 Top
To the OP. Your post is too long. You would get a better response with a summarised post to the point.
Reply #3 Top
I like the idea..... I played a game recently where you shared everything. THink it was cossacks2. Basically one concentrated on governing and the other battles.
Was pretty cool to play and lots of cooperation during a lan.... was really fun talking about what we should do with the forces we had etc.
Reply #4 Top
I have to agree that a co-op game would be VERY cool

just think about it, if you fight a 1vs1 it could be me alone vs 2 other players that are sharing an empire
Reply #5 Top
I don't like the empire sharing idea...

Unless one person controlled production and the other fleet movement / battles.
Reply #6 Top
thats because your a lone wolf...
Really its lots of fun and much more unpredictable.
For instance I might go on a wild cavalry charge with half our forces
Or you might adapt the plan and attack a previously un-agreed target empire.
More fun than the absolute control freaks who sit for hours on their own with zombies at their control.
Reply #7 Top
thats why its called co-op, cause they gotta agree on who does what, else it could become a mess
Reply #8 Top
There won't be a co-op mode. The closest you'll get is to be part of the same Team.
Reply #9 Top
Thats too bad, but I understand; it would be nice say- SOME DAY- to be able to involve 2 people per faction IE a 5v5 game but with 10 people per team on a gigantic map... it would allow much more competent fleet management, as it is hard to micro 3 battles at once.
Reply #10 Top
The only real use I could see for this is to allow defeated players to stay in the game. Someone gets wiped out, but their ally lets them control part of their forces if they wish, so he can still participate in the game. But other than that, aside from the theorycraft of 'wouldn't it be cool if..', I really don't see it being used much at all.

Right now, once you're wiped out you can stay and watch, but you're not allowed to chat (and rightly so) and that gets boring quickly
Reply #11 Top
I think you are misunderstanding the concept. It would be 2 players in control of one Faction, or rather one player slot.

This was a extremely great feature of Starcraft, other games have done this quite well too. Its still the same ammount of resources/ships/worlds... you eliminate them adn the player is dead. Its just that the faction has 2 people issuing commands, so that your attention can be divided better.

Or at least thats how I saw it: one co-op player couldn't control a different faction's forces.
Reply #12 Top
No, I understood what you're saying, but what I said still stands, the only time I see this as being useful is to let a taken-out ally remain in game. In Sins, in the beginning there really isn't much that requires much attention, so splitting it between two players at start would be boring for both. Generally, only longer games develop the need for more than one fleet, and two players controlling the same fleet would probably cause more cursing at each other than anything too productive And even then, with multiple fleets, the chances of having difficult battles needing constant attention on all fronts are pretty low. So, logistically this would be a time consuming feature to implement, but it really wouldn't be used very much.

Starcraft and such had a much faster pace to it, in Sins other than very late game on larger maps, having 2 people per 'faction' would just leave both of them bored
Reply #13 Top

The only real use I could see for this is to allow defeated players to stay in the game. Someone gets wiped out, but their ally lets them control part of their forces if they wish, so he can still participate in the game. But other than that, aside from the theorycraft of 'wouldn't it be cool if..', I really don't see it being used much at all.

Right now, once you're wiped out you can stay and watch, but you're not allowed to chat (and rightly so) and that gets boring quickly


i really like that idea as well


There won't be a co-op mode. The closest you'll get is to be part of the same Team.


One has to wonder why not, as it would be a great future to allow it.
I see so many ppl around the net saying "god i wish we could play as co-op"
It could also be used for singleplayer as i know alot of ppl like the idea of having to work together in singleplayer as well as multiplayer where they share the same stuff.
Reply #14 Top
One has to wonder why not, as it would be a great future to allow it.
I see so many ppl around the net saying "god i wish we could play as co-op"
It could also be used for singleplayer as i know alot of ppl like the idea of having to work together in singleplayer as well as multiplayer where they share the same stuff.


I'm just not sure how it'd be a great feature? I look back at every single multiplayer game I've played, and I can't think of one time where sharing control of my forces would've been beneficial.

Also, co-op by definition requires 2 people, which != single player So I'm really not sure how it could be used in single player
Reply #15 Top
who said something must be beneficial to be fun~ Its not a requirement for me.

However:
Say its a 100 planet game with 3 factions covering the entire area in 4 stars.

You have say 5 battles raging at once... do you really have time to micro your siege frigates in each battle? If you had a partner you could each take simultaneous control of a different battle and micro it better. Thats the quickest and best benefit I can think of.
Reply #16 Top
Yes, but how many 100 planet games with 4 colonized stars do you realistically expect to play?

In the example you give, sure, then I'd like to have someone to control half my stuff while I control the other. But those kinds of games would be very rare. It's like Blair wrote in his dev journal, they have to weigh features.. this particular one would take quite a lot to implement I imagine, and it just wouldn't be used much at all. We're a pretty small crowd of active multiplayer testers, when the game hits live I sincerely doubt the devs expect huge games like that to make up even a considerable minority to justify spending development time on this.
Reply #17 Top
Also, co-op by definition requires 2 people, which != single player So I'm really not sure how it could be used in single player


duh, you know what i mean, i mean for the campaign

I'm just not sure how it'd be a great feature? I look back at every single multiplayer game I've played, and I can't think of one time where sharing control of my forces would've been beneficial.

Then i guess blizzard (starcraft) dont know what they are doing?

Just did a google on "co op games" and i found a list, and what did i find?

Warhammer 40,000: Dawn of War
DOOM
Halo
Ground Control 2: Operation Exodus
System Shock 2 with co-op mod.
Duke Nukem
Diablo II
The Sims
just to name a few and the list goes on

Though some of them are shooters, but i do recall some of them to be very popular because of the co-op.
I and my girlfriend (at that time) would never had played Diablo 2 and Diable 2 LoD without the co-op as we completed the game together.

I also think co-op will attracts more females... well that is nothing i know for sure, but it makes more sense as they dont feel like standing alone with such a wargame (and maybe it can help some of the male players to lure there girlfriends into playing )

Im just interrested in haveing as huge a community as possible
Reply #18 Top
Actually Annatar, I don't think anyone is expecting/demanding this in the current release, its definately in the down the road category of features.

But I don't think it would be quite as much effort to implement. Its not that different from MP coordination as it stands.

At any rate, I gave an extreme example, in a 2 star game with 30 planets and 6 factions I would Also want this possibillity, Aside from that I think its fun to share control; did you ever play axis and allies as a kid? If you didnt have 5 players, two allies usually share control of russia and its downright hillarious.
Reply #19 Top
most of the games in your list are not COOP like we are talking about. Dawn of War certainly is not.
Reply #20 Top
ooh, but it said "Co-op Games List" so i thought it was as it also listed how many could co-op
Reply #21 Top


I'm just not sure how it'd be a great feature? I look back at every single multiplayer game I've played, and I can't think of one time where sharing control of my forces would've been beneficial.


I had my ships down "south" supporting my ally in combat, while I was busy up "north" trying to hold off another opponent with defenses / a few new-built ships. I was constantly having to run over to where my ally was fighting to do stuff he asked, to keep my ships from suiciding on him. And this was a single star map -- Kharak's cross, IIRC. The one with a single ice planet and asteroid expansion per player, plus 4 planets directly off the star: three random plus the pirate one.
Reply #22 Top
one of my most favorate things about Rise of Nations was the Co-op mode. i cant tell you how many hours me and my friends spent in lan parties 4 of us playing two teams. it really is a GREAT addition to games that arent scrictly RTS. when you have an economy to worry about it makes the game SOO much more enjoyable. This game is on a scale that simply demands it. I realize it most likely wont make it into the original release. but i do hope and strongly urge the devs to implement it later. with a game this scale it really is more then just a good idea. its a necessity for being able to enjoying a large scale map and a multiplayer game at the same time. right now its either play single player huge map or multiplayer small map. the big maps just dont work so well on multiplayer. (though still fun )
Reply #23 Top
Being new to Sins, in MP mode does "Team" mean 2 faction allied who play on same side? Thats what I think when I see Co-OP but it looks like most mean more than one person running an empire.

I Like Team Co-Op where you and afried and ally against bots or someone else (PC) but not sure I like the "share" part. You tend to step on each other.

Does Sins have a Team mode, and can you play against the computer in MP or only other humans?
Reply #24 Top
Yes, that is our favorite mode of play (group of human friends versus a bunch of AI) but there no shared unit control.
Reply #25 Top
I agree with Annatar11 in that it would generate more cursing than anything else. I always get pissed of if a friend screws up my stratagy by taking siege frigates that i had been constructing for an en masseassault on my enemies homeworld to go raid some ice planet and then when they are getting cut up by the defenses pulls the ships i had gaurding a far flung group of crystal mines, the mines are destroyed by an enemy raid, my siege frigates are dicimated, and i am set back a good bit. On the other hand it might work if, and this is a big if, both people were highly cordinated. Unfourtunatly there is no way to insure that so...............
Lord Malice
Oh and original post was WAY ;p to long. got through about first 1/4 of it