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Started by Detonate
Thu, 03 Sep 1998 00:00
XCOM REMAKE - Multiplayer issues - LONG POST!!!
Author: Detonate
Date: Thu, 03 Sep 1998 00:00
Date: Thu, 03 Sep 1998 00:00
155 lines
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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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