Multiplayer

I'll add this topic to the Feb release discussion threads.  The other thing that was disappointing to me was the mention again that multiplayer would be limited to up to 3v3 dueling.  Just dueling means there really isn't a multiplayer side of the game, after the first few months the lobby will always be empty because it will just be a thing people try while playing the full game then forget about when they are done playing the single player game.  Dueling alone won't retain an online audience.

Is any consideration being given to providing the classic scenarios of the genre with base defense, capture the flag, and space hockey zones?

If not, will it be possible for modders to create zones that allow more than 6 total players?

Finally, if the answer to the second question is "yes", are there any modders here who want to help me make a space hockey scenario for this game?  :-)

 

8,449 views 6 replies
Reply #1 Top

When I first mentioned adding the classic "beer & pretzels" scenarios of the genre to multiplayer I had actually mentioned a couple other scenarios but quickly cut the list to "The Big Three" of base defense, capture the flag, and space hockey.  Here are all the other "beer & pretzel" scenarios that I can think of at the moment, I am sure I am forgetting a few, but this will provide a more complete set of options to choose from should they decide to do this.  They might like some of these better for their game for reasons I can't know because I don't know their game yet.  I particularly think the "Rabbit Chase" zone would be particularly fun with only 6 players.

All of these concepts are from either Star Fleet Battles or Subspace, the only two spaceship games I know of that ever made scenarios like these...

Free For All/Every man for himself - No explanation needed here.

A couple forms of capture the flag...

Teams work together to capture a number of flags.  Flags appear randomly on the map at game start and are picked up by flying over them.  The moment all flags are held by a single team, a 3-minute timer starts (the game’s theme music or some other music during this time would add to the tension).  The team must hold all of the flags for 3 minutes to win the game.  When a ship is destroyed, that ship “drops” all flags it was carrying.  Each flag carried increases all of that ship’s inherent charactaristics (speed, turn, thrust, energy recharge) by 10% for each flag carried .  This is essentially Subspace’s “War Zone”.

Stationary flags are fixed on the map inside of a base-like maze with only 2 or 3 ways in and out.  There are two teams.  Running over a flag changes ownership to your side.  When all flags are owned by one side a 3-minute timer starts, that side wins at the end of the 3 minutes.  This zone is essentially Subspace’s “Death Star Battle Zone”, which is really just the “King of the Hill” concept.

Rabbit Chase - There are no teams, this is an FFA scenario except...  There is one portable flag on the map.  The player who has the flag receives huge bonuses to all aspects of ship performance (i.e. a “super ship”).  All other players are attempting to take the flag.  This is based on a concept inspired by Subspace's "Jackpot" zone, but slightly altered to work with a low number of players.  I never thought the name "Jackpot" made any sense for this, and have always called this idea "Rabbit Chase".  This was a perpetual, never ending zone in Subspace, a means of someone "winning" could easily be established to create an ending.  [EDIT: I've actually realized that this scenario actually originated in SFB, not Subspace, this is SFB's "Juggernaut" scenario concealed so well I had never noticed it until now.]

Circle of Death (A.K.A "The Admrial's Game" & "The Forbidden Scenario" due to it's original form of being an illegal SFB game played by SFB insders for money at conventions.)- From SFB.  6 players.  Each is targeted on one of the other players.  That's all they know, they don't know who is targeted on them.  Shoot any ship other than your target, or the person who is targeted on you, and you are out.  Have fun:-)  This is one of the most popular "beer & pretzel" scenarios in all of SFB and playing it as the "side game" for people knocked out of tournaments at conventions was something of a tradition.  It has never been easy to find 6 SFB players in one place, so... :-)

That's MY Freighter! - Also from SFB, probably the most well known and popular "beer & pretzels" scenario in SFB.  This would work exceptionally well in SC.  A 3 player scenario in SFB, the 3-sided 2-player teams variant is also very popular (and even better).  3 "starting zones" at map edge in triangular pattern from the center (in SFB, these "zones" are six hexes across).  Player starts in map edge zone.  Object (a freighter in SFB) at map center.  First player to tractor object into his starting zone wins.  Ships don't need tractor beams, in SC this could be an automated effect.  Get close enough, you tractor object.  Must "stutter" while towing, move too fast and you will separate from object, leaving it where it was at that moment.  This is actually just another form of capture the flag.

These are all the "truly great" ones I can think of right now, and probably almost all of the truly great ones.  In addition too the "The Big Three", I think Rabbit Chase and That's MY freighter! lend themselves particularly well to SC and 6 player max in multiplayer.

EDIT: Oh, the second, "Death Star Battle", CTF game above is, at the same time, a base defense zone.  In fact, it was my favorite base defense zone in Subspace (which had several different versions of base defense zones, which were the most popular type in that game).

Reply #2 Top

This isn't going to be another "monologue", I just thought I point out a few things...

I have no idea if more than 6-player multiplayer is a possibility, or if the 6 player max decision was made long ago and won't change for whatever reasons.  So I wanted to point out that only 2 of these scenarios require more than 6 players.  Base defense and hockey won't work with only 6 players, all the rest of these concepts will work very well with 6 players.  Especially Rabbit Chase, Circle of Death, and That's MY Freighter! which were all originally designed for this number of players.  Subspace CTF (the first CTF example) was played on a 64-player map but would be just as fun with 6 players.

The "big deal" in my view about this, though, is that...

1) Base defense is, hands down, the most popular beer & pretzels scenario in the real-time version of this genre.  That's MY Freighter! and Circle of Death are both very popular within SFB and would work very well in real time, but they do lose a lot in the translation from SFB's "space combat in slow motion, under a microscope" nature... especially Circle of Death.  In real time base defense clearly has the potential SFB contenders beat.  It's still the king in real time.

2) Space hockey on a pinball machine table is just absolutely perfect for Star Control.  I don't at all say this lightly... Space Hockey on a pinball machine table (my version of space hockey) is even better in Star Control than it would have been in my own game.  The cartoonish/comedy aspects of it, and SC heritage to legitimize that, make it much better than my own original version of this would have been in my game.  It's just so absolutely perfect, it's a hard thing to see just passing by.

I think if you use any 3 of these scenarios exactly the same thing will happen to you that happened to Sony in the late 1990's with Subspace.  It will absolutely explode in your face.  There will be a period when you can't even keep up with it.  More scenarios could be added later as free patches or as DLC.

Reply #4 Top

Quoting n0vast0rm, reply 3


Quoting Kavik_Kang,
This isn't going to be another "monologue"



Are you trying to convince us or yourself? :P

Oh, no, I am actually done already this time:-)

 

Reply #5 Top

A monologue, by definition, is a long speech made by a single person. It is exactly what happened here.

Reply #6 Top

By SFB Staff standards... this was a brief comment:-)