Idea for Multiplayer
Posted: Fri Sep 21, 2012 10:05 pm
Personally I would have no idea where to start with this but I think the concept I've developed is pretty neat.
This multiplayer version would pitch players against each other in effectively a game of preparation for a final showdown (much like the original FTL).
Players start opposite end of the map and play in much the same way as you'd normally play FTL. (The only difference being that player 2 is travelling left, not right). Everything else is the same, including pausing, upgrading etc.
You then progress further through the sectors, searching for (or delaying meeting) the other player. When you finally arrive in the same sector, instead of FTL Jumps being real-time (you can jump whenever you want) the game changes so that you can only jump to another beacon when the other player has also finished their 'turn' and has picked a jump point. When you meet on the same beacon (probably after some cat and mouse) the final battle is played like any other battle, including the ability to jump away. The winner is the victor of this battle, scores (although recorded) do not determine the winner.
It's hard to explain all the rules in just 1 paragraph so you've probably got some questions; below I have outlined some additional changes that would be required.
). Any questions just ask.
This multiplayer version would pitch players against each other in effectively a game of preparation for a final showdown (much like the original FTL).
Players start opposite end of the map and play in much the same way as you'd normally play FTL. (The only difference being that player 2 is travelling left, not right). Everything else is the same, including pausing, upgrading etc.
You then progress further through the sectors, searching for (or delaying meeting) the other player. When you finally arrive in the same sector, instead of FTL Jumps being real-time (you can jump whenever you want) the game changes so that you can only jump to another beacon when the other player has also finished their 'turn' and has picked a jump point. When you meet on the same beacon (probably after some cat and mouse) the final battle is played like any other battle, including the ability to jump away. The winner is the victor of this battle, scores (although recorded) do not determine the winner.
It's hard to explain all the rules in just 1 paragraph so you've probably got some questions; below I have outlined some additional changes that would be required.
- The final sector can be anywhere on the map, it''s just wherever you happen to meet your opponent. This can lead to some interesting strategy such as speed-running through and surprising your opponent. Or both of you grinding leading to an epic final battle.
- Once you are in the final sector neither player can Jump out of it, however you can move within the sector as normal.
- Although both of you can pause battles (obviously apart from the final battle), there is an advantage not to in that you can visit more areas and collect more scrap.
- There is no Rebel Fleet chasing you.
- I have 2 ideas as to how the map could be structured, however both maps would be double the standard length to allow more setup time:
- 1. A normal map. You can 'accidentally' go past your opponent on a different branch, thus moving back and forth between sectors will be necessary. Could get quite boring / tedious though.
2. A straight line. Would mean you meet your opponent easily and allows for interesting speed-runs.
- 1. A normal map. You can 'accidentally' go past your opponent on a different branch, thus moving back and forth between sectors will be necessary. Could get quite boring / tedious though.
