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Site FAQ page
Posted: Mon Sep 24, 2012 5:30 am
by Rasiel
You should add question about Multiplayer and plans on it to the FAQ page. I still didn't understood can I play with other players or not.
Re: Site FAQ page
Posted: Mon Sep 24, 2012 6:54 am
by icepick
Yeah a blurb on that wouldn't hurt.
It's only singleplayer and likely to only ever be singleplayer.
Re: Site FAQ page
Posted: Mon Sep 24, 2012 7:28 am
by Matthew
icepick is correct, there are no plans to add multiplayer. I've updated the FAQ to include the question.
Re: Site FAQ page
Posted: Mon Sep 24, 2012 8:29 am
by nfiea2
yeah
they can't make it not burn down CPUs
setting it up so you could save your ships and then battle against your friends would be unthinkable
as in the devs are too stupid to finger out that this game will die before they finish it unless they add features to increase replay value;
like saving ships, an endless enemy wave mode, and mutiplayer
Is making a decent game too hard for you? maybe you should call it quits and sell the game to a firm with real talent
Re: Site FAQ page
Posted: Mon Sep 24, 2012 10:23 am
by greatimposter
I don't normally wish to engage in this kind of flaming, but nfia2, seriously, these guys have totally crafted a good game.
Re: Site FAQ page
Posted: Mon Sep 24, 2012 11:02 am
by nfiea2
greatimposter wrote:I don't normally wish to engage in this kind of flaming, but nfia2, seriously, these guys have totally crafted a good game.
Too bad, so sad for you all of the points I make are correct
I know more about programming and games then enyone else on here and I've played the game more than these idiots
unlock the crystal ship before saying that it is easy
die over and over due to stupid shit before saying the game doesn't need to be fixed
seriously
play the fuking game and acccept that the only challenege comes from being randomly dicked around
Re: Site FAQ page
Posted: Mon Sep 24, 2012 1:03 pm
by Hallker
nfiea2 wrote:greatimposter wrote:I don't normally wish to engage in this kind of flaming, but nfia2, seriously, these guys have totally crafted a good game.
Too bad, so sad for you all of the points I make are correct
I know more about programming and games then enyone else on here and I've played the game more than these idiots
unlock the crystal ship before saying that it is easy
die over and over due to stupid shit before saying the game doesn't need to be fixed
seriously
play the fuking game and acccept that the only challenege comes from being randomly dicked around
Well, English is not my native language and even i can tell that you have serious grammar and spelling problems man...
This game is very VERY good, and you saying "shits" like you are best programmer here will not change this fact.
So calm down... and shut up... if you can't say something helpful or intelligent
But thruth is that Multiplayer should be included in game because this game is almost like MADE for multiplayer...!!!
Re: Site FAQ page
Posted: Mon Sep 24, 2012 1:18 pm
by Hissatsu
Holy shit a coop game of FTL would be the best possible experience EVER.
And some PVP action where you have limited scrap to buy stuff for your ship, and then engage in head-to-head battle.
Oh this would be epic.
Only concern would be pausing in PVP. I think some kind of chess timer, where you have several seconds of pause and gain new seconds every now and then.
Re: Site FAQ page
Posted: Mon Sep 24, 2012 1:26 pm
by Icehawk78
Hallker wrote:But thruth is that Multiplayer should be included in game because this game is almost like MADE for multiplayer...!!!
I disagree - everything about how the game is designed, from the ground up, seems to be geared towards single player,
not multiplayer. The entire game would play drastically differently if you couldn't pause, and there's no way to have synchronized pausing in a multiplayer game.
Re: Site FAQ page
Posted: Mon Sep 24, 2012 2:08 pm
by boa13
There is a way, but the gameplay would be very different.
Do you know Laser Squad Nemesis (
images,
videos)? It is (or rather was) an indie game by the authors of the original XCOM games. It managed to combine action planning, a real-time feel, and let the two players each prepare their turn.
How it worked was that each player would have all the time they wanted to prepare their orders for the next 10 seconds of combat. As in XCOM, each action had a cost (in fractions of seconds). The game would help the player simulate how the enemy could react, so the core of the game was giving orders, "playing" the action, seeing how it went, possibly altering orders, "playing" again, thinking about what your adversary would think you would think he would do

, what units he possibly had outside of your field of view, and ultimately sending the order list to a server (which is now down, though fans have hacked a replacement). Your opponent would do the same, and when the two order lists were received by the server, it would resolve both sets of orders, and send the results back to the players, who could visualize how things really went, and were now ready to plan and simulate the next ten seconds.
The end results worked surprisingly well. Especially replaying the whole skirmish at the end of the game had a very natural, action feel, and yet the players had had all the time in the world to think it through.
The downside is that you had to wait for your opponent to send his or her orders. In some cases it went rather fast, in other cases you had to wait for hours, or even until the following day. This worked fine in a game where the whole purpose was to simulate skirmishes, but would alter FTL dramatically.