FTL multiplayer should have several sectors like "Federation Capital" or "Mantis Homeworlds" 2 of each race controlled sectors i.e. 2 mantis controlled sectors and 1 Mantis homeworlds. A certain number of people can hang out on one beacon i.e. 16. There should be a trading mode, no crew limit, no power bar or system power limit (Though the prices get really expensive) and if your ship gets destroyed, then you start from the ships you unlock.
The problem is...mods, how are they going to work on a server? Should the server have a mods database so certain mods are usable? Or should everyone stick with the default ships?
Another problem is how is this going to work? Who is going to host the servers?
Good luck to all you modders!
[Modding] Multiplayer
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Re: [Modding] Multiplayer
Way to raise a dead thread.
If you want multiplayer, go look at Overdrive, that's the -only- realistic solution.
If you want multiplayer, go look at Overdrive, that's the -only- realistic solution.
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Re: [Modding] Multiplayer
No, the problem is telling the game that you are running a server somewhere and that it is not only expected to communicate with this server, but also understand the feedback it gets from it and display it properly.
In other words, the problem is in how the game was made from the start not to include this functionality.
In other words, the problem is in how the game was made from the start not to include this functionality.
Roses are #FF0000
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All of our mods
are belong to you.
Violets are #0000FF
All of our mods
are belong to you.
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Re: [Modding] Multiplayer
Okay, I might be able to make this game from scratch and incorporate multiplayer into it. It would most likely only be 2 player and maybe only over LAN but I see it as entirely possible..
Developer of FTL:Multispace
- 5thHorseman
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Re: [Modding] Multiplayer
Blooperluigi wrote:Okay, I might be able to make this game from scratch and incorporate multiplayer into it. It would most likely only be 2 player and maybe only over LAN but I see it as entirely possible..
If you're seriously going to take a stab at this, instead of re-inventing the wheel you should look into the mod that was attempted here about a year ago. I sadly cannot remember the name. They were rewriting it using open source standards with the express goal of it being as moddable as possible.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
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Re: [Modding] Multiplayer
Here's a cool idea: Try creating a 'seed' system for the generation of the FTL jump maps or otherwise sync them, and see who can get to the end first.
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Re: [Modding] Multiplayer
If you're seriously going to take a stab at this, instead of re-inventing the wheel you should look into the mod that was attempted here about a year ago. I sadly cannot remember the name. They were rewriting it using open source standards with the express goal of it being as moddable as possible.
I'll take a look at it thanks ;D the thing is that I don't want to get into any legal trouble for 'cloning' FTL so to speak. If people want me to take a whack at this then I will everything is more fun if you can do it with friends XD
Developer of FTL:Multispace
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Re: [Modding] Multiplayer
Here's a cool idea: Try creating a 'seed' system for the generation of the FTL jump maps or otherwise sync them, and see who can get to the end first.
Thanks for the idea buddy its cool to know that other people have thought about this too
Developer of FTL:Multispace
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Re: [Modding] Multiplayer
Mister Sammy wrote:An idea I always had is that one person controls the player ship, and the other takes every AI ship that the player battles.
If you mean that the second player controls every ship that isn't the nine (plus secondary layouts) ships you can have in the stock game, this could never be fun, if it was even playable for the first player. Why? Because the NPC AI is incredibly stupid - it does things like firing beams without taking shields down, firing at entirely empty rooms with anti-personnel weapons that do no hull damage, firing weapons the moment they're finished charging, and other silly mistakes.
In my experience, on easy, the first ships you'll see have around eight hull points with a shield, maybe two if you're unlucky. I don't know about normal, as I don't play normal, but if all of the first few ships had good volley control, I doubt anywhere near as many people would've left the first sector.
EDIT: woo look at me used to much more active forums
go me for looking at that timestamp
but the point still stands