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Article #229

XCOM REMAKE - Multiplayer issues - LONG POST!!!

#229
From: Detonate
Date: Thu, 03 Sep 1998 00:00
155 lines
9343 bytes
XCOM Multiplayer : Thoughts


1.1 The Server - XCOM NEXUS

 A series of servers would be ideally located across the world - the US,
Europe, etc.  This would allow 'regional' as well as 'local' nodes to be
operational, within the framework of the "XCOM NEXUS".  In theory, this
reduces lag, which may, or may not be an issue, depending on the game
developers and how they pursue the remake project.  **NOTE** As in TFTD, the
areas around the world should be referred to as in the game - Euro
Syndicate, Free China, etc, to keep in the spirit of the game.
 The other interesting idea would be that the XCOM NEXUS could log the
development of players and adjust the overall state of the war against the
aliens.  Hot spots around the world would spring up, as less representation
is evident - isolated islands, for instance.  The NEXUS would have a ticker
tape type of display on 'current events', as well as listing Hot Spots.
This in turn would allow players to move off their 'virtual' home turf and
into zones where the action is.

 'Virtual Bases' can then be established, via the Bnet type set up.  These
bases would allow for chat, planning missions and pre-mission preps, as well
as the jump point into the missions themselves.  Difficulty settings would
be subject to the experience of the players, depending on how many
participate.  Missions with only one or two players will be less difficult
than three, or four.  Obviously, more players, the tougher the game.
Difficulty settings could be either Red, Amber and Green zones, representing
the difficulty of the mission.

 Players would register with the XCOM NEXUS, allowing it to track your
development, as well as your team.  As commander of an XCOM squad, your
responsibility is to get the mission done, as well as keep your men alive.
When registering, players would start with a pool of say 20 operatives,
which they could choose.  Alternatively, points/money could be allocated at
the start of the game, as in UFO/TFTD.  The point of registering is two
fold.  It allows you to log yourself and squad, as well as monitor your
progress as a commander.  If money or experience points are the gain of a
mission, besides gaining alien tech* [more on later], then if troops are
killed, then negative points should also be assigned.  Registering also
identifies and logs your own base.

 At this early stage of the game, where no online/email missions have been
conducted, a similar situation as with Diablo should be available, for
training purposes only.  When a squad is picked, and weapons/equipment
allocated, those troops are stored on file somehow, and protected.  I would
assume several - 2 or 3 missions would be available for this squad, allowing
a certain build up of stats and money/equipment from these 'training'
missions, carried out off line.  Once completing these training missions, no
more stat advancement will be available, even though the missions can still
be embarked upon.  The troops in this squad are removed from the pool, and
are only available during those games which you chose to include that squad,
unless of course an operative is killed or wounded.  In this instance, it
would probably be feasible to say that wounding could be healed by the next
mission, irrespective if you finish one mission and then immediately embark
on another.  However, I would imagine some kind of penalty to stand, to deal
with potential cheating.  Permanently injured troops will see a reduction in
stats over time, to reflect the injuries acquired during missions, which
ultimately lead to their retirement from the game.
 On the plus side, those points gained during missions could be put to use
buying a number of items - training in specific areas to increase accuracy,
reactions, strength.  Alternatively, better weapons are also available.
Once a mission is completed, your own base can be upgraded with whatever is
available with current funds.

 Diablo allowed for multiplayer gaming alone, as it assumed other players
would join the game you set up.  This allowed for some significant level inc
reases, as well as getting some decent weapons.  While this would have some
immediate benefit for some players, I am uncertain if a similar path should
follow for an XCOM game.  This set up would allow for matching players with
similar squads and 'levels' of experience to play together, if they wanted.

 So far, this has been dealing with the idea of a multiplayer XCOM game in a
RTS format.  Email would embark along similar lines, for now, until I reach
a point where it looks like my ideas are going to branch to far from this
premise.  Anyway, I continue...

1.2 The Missions

 As a turn based online game is not viable for me, I am working on this
basis for my ideas.  Apologies to our US readers.

 Missions would be set according to the experience of the squad or set
manually.  If four players of differing levels play, then difficulty can be
set manually, as with all games, to cater for the gamers.  The missions
themselves can fall into broad categories - bug hunt, rescue/kidnap,
intelligence and other.  Multiple objectives - primary, secondary and so
forth can also be set manually, depending on the gamers at the start of the
mission and the difficulty setting/experience levels.  Ultimately, this
means squads are embarking on a pseudo campaign, where their progress, as
well as yours, is recorded.

 As XCOM is a tactics and strategy intensive game, missions would be on a
limit basis - time, for example.  Accomplish the requirements in a given
framework and get the hell out!  This means maps would need to be fairly
small, yet allow for an insertion point far enough away from the action so
troops don't get wasted the minute the game starts.  As I see it, these
missions would revolve around structures, basically because they are
interesting and allow both sniper and hiding places from the action, to
regroup etc.  Not meeting the requirements of the mission do not necessarily
lead to negative points, however, unless specifically stated.  High kill
ratio's or other details could alter the outcome.  I.E.  secondary objective
met + high kill ratio = Alien activity in area diminishes due to
resistance...

 Large maps and prolonged single mission games will, I feel, bore players.
We want action: quick, dirty, nasty, brutish and short.  In fact, these
missions would be more like guerrilla warfare than anything else, due to the
restrains.

1.2a Email games

 For those of you who know of the game Stars!, this will be familiar.  A
host can play or just host.  Players send a host their squad files, which
are then entered into the game directory set up for the email game.  The
host will have posted the game and its specifics on the XCOM NEXUS, for
players wishing to join.
 These email games can be as short or as long as required, its up to the
players/host to sort these details out, but there would be options available
when building a mission for email games, allowing parameters to be set prior
to the mission, or if be, going into the mission with the computer setting
the pace.
 Once the host has all the squad files, he would then generate the first
turn - usually the insertion points for all players as well as any addition
information made available.  The host then sends this turn back to the
players, who make their moves, save the file and send it back - repeat until
mission completed or everyone wasted, or similar.
 One point though, is the option to go 'live', if all players/host can
arrange it.  This would allow for ingame communications - in an ideal world,
voice communication would be fairly interesting.

1.3 Other issues :  Things I can't think of to put anywhere else.

Q:  What happens when two or more player meet in a mission and have
different skills.  One player finds a weapon which they have not researched?

A:  During a game, one player may have one agent spend a turn giving field
instructions to another players agent, thus allowing use of a new weapon.
However, this field training would mean restrictions apply - just keep away
from any area affect weapons!  Multiple turns spend training the other
players agent will increase knowledge of the weapon and therefore improve
the chances of being able to use it.

Q:  Psionics....

A:  Erm, I haven't got that far yet.  Maybe later!?

-------------XXX-------------

Well, thats it for now, I'm too tired to think of anything else.  I'll post
some more if I can remember all of those fleeting idea's which come and go.

Heck, I dunno if it would work, but it would be great to see this
implemented - IMHO!

Detonate
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From: "Detonate" <deto...@detonate.demon.co.uk>
Subject: XCOM REMAKE - Multiplayer issues - LONG POST!!!
Date: 1998/09/03
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