Potential ways to be able to incorporate multiplayer play
Posted: Thu Nov 08, 2012 4:17 am
By incorporate, I mean the devs creating and releasing an expansion of sorts with new goodies. One of them could be multiplayer support, the others could be things like even more bug and gameplay fixes, adding in even more possible random events or ways to solve encounters, introduce new equipment & upgrades, a new ship type or two, and maybe even an option for a free roam play mode.
As for the multiplayer, the way it could work is making it where you create your ship and crew entirely from scratch with a set number of points (or scrap or whatever you want to call it), you can spend it on anything you could buy from a shop (including crew members) as well as getting your choice of whichever ship type you want to play as since you're building it from the ground up the ship would be a matter of preference. Points would be spent for upgrading your ship systems at this point as well as upgrading your available power supply bars. Points could also be spent on leveling up your crew members' skills if you want to invest in that, so you could have engi crew members with leveled up repair and mantis with leveled up combat skills. Finally you can also determine how many missles and drone parts you start with at the beginning of every battle, so there wouldn't be unlimited ammo for missles or drones. This could be balanced by increasing the cost to outfit your ship with beam and laser weapons in multiplayer games, since ammo is unlimited for those.
Total health bars for the ships would be the only preset thing I can think of at this point, it would be the same as the default healthbar playing singleplayer for every fight. This would make certain ship augments like the repair arm useless, but in multiplayer if there were only combat and no exploration many augments like long range scanners or scrap collection arms would also be useless (unless the devs found a way for augments like those to be implemented, such as the scrap collection arm costing money which could be spent for the combat functions of your ship at ship creation, but granting you extra points for every victory you pile up to move up the leaderboards).
Multiplayer would likely have to be set up without exploring around systems and just matching players up directly to fight each other with their ships. As for things like potential harmful environments like asteroid fields, nebulas, suns, etc. that could be the one thing randomnly generated for each battle matchup.
Ship creation would also mean taking risks in whatever particular build you go with, and realizing it'd be impossible to win every fight in the sense that a ship without shielding or defense drones would likely lose a battle in an asteroid field. Or at the very least you'd be at an extreme disadvantage.
With the set amount of points any one ship or build wouldn't be invincible or make it impossible for those just starting multiplayer to be able to win if they get matched up with a player who's played more. Once you create a ship however you wouldn't be able to edit it or change it in any way, including the crew members and the name of the ship. You could always create new ships but you couldn't edit the old ones.
For example while a stealth type ship without shields but with highly upgraded stealth, crew teleporter, and pilot systems for autopilot, with some rockman and/or mantis crew members would be immensly powerful against many ships and cause massive headaches for their opponents, this kind of ship would still be highly susceptible to fighting against ships such as ones that have at least one beam weapon (or beam drone), ships with pre-infernal ignitor, ships that have both a medbay and door control installed, and against ships that have super zoltan shielding holding off teleporters at the start.
Losing a battle would not be permadeath (though I suppose if the devs had the resources they could have two seperate high score leagues, one for those playing with permadeath mechanic in which you'd have to start back with a 0 score again, and one without it where you constantly gain points for winning battles and you lose points for losing battles). Essentially one league (permadeath league) the person with the highest score on the leaderboard would likely have to have the longest battle winning streak to have the top score. In the other league where your score doesn't reset back to 0 after losing a battle, it would be between who likely has the better win/loss ratio.
As for how the combat would actually work, at the very beginning of the battle the game would be paused with each players' crew members (depending on how many they have, the maximum being 8) all starting in the pilot room or closest to it. Each battle would start with each ship at full health, health wouldn't ever carry over from previous battles. During the pause time you'd have a set amount of time, say 1 or 2 minutes, to decide what you want to do and how power would be distributed. Potential issues could easily be ironed out, such as systems like pre-infernal igniter since your weapons started unpowered but you powered them up for the battle, then after the battle is unpaused the igniter would be coded to kick in so your weapons would be online lettting you fire right away.
If there was a standoff, such as two players not having enough firepower to penetrate each other's shields and destroy one another, or one or both not having enough missles/drones to destroy each other, there could be an option where if both agree to it the match can be declared a draw, none of them gain or lose any points in non-permadeath matches, and neither of their scores are reset in the permadeath matches. Also even further than that there could be a surrender option or button if you want to concede the match at any point and save each other time instead of waiting for the inevitable.
The one thing that I think should happen with being able to pause or unpause is at the beginning of the match you have that 1-2 minute time to plan out your moves, but once the battle starts you wouldn't be able to pause the game again so things would get pretty hectic. This would force players to learn and use the hotkeys for their weapons and custom hotkeys could be done for crew members, so players that get their hotkeys down can keep up with the speed of the game unpaused.
Also they could have a ship option of having autofire turned on or off by default at the start so they wouldn't have to remember to turn it on at the beginning of every battle. Currently in single player if you save & exit, then enter the game and load your save you have to turn on autofire again manually even if it was turned on when you saved and exited the game, which I know I've forgotten to do a few times after loading up my game into my first battle.
Also if multiplayer was implemented there could be multiplayer achievements as well.
The one potential issue I can see with multiplayer games (with everything I've mentioned) is that players using missles and drones could be underpowered or at a disadvantage because of the ammunition problem and possibly running out of ammo while the other player continues to hammer them with beam weapons or lasers that never run out. Though in a way I guess it could be a riskier build but with the perfect components and playstyle you could beat people if you know how to win the battle before running out of ammo and planning your build carefully.
So what do you guys think about this? I know that the game was designed for single player and the devs never anticipated their game becoming such a big hit or getting so much funding on Kickstarter, but I think if they could balance things properly and account for any possible issues multiplayer would be an excellent component, adding even more customization and unpredictability to the game. I can say that personally multiplayer for a game like Starcraft II is 10x more fun and challenging playing against human opponents than playing muliplayer against the AI where its easier to predict their coded tendencies (such as mantis ships always going in head first with their crew teleporter, which isn't really bad for you because you can just air out your ship and hole up in the medbay in single player).
Feel free to discuss and offer your ideas on what you think or if you don't like the idea give your constructive criticism. Chances are I probably overlooked or missed some things others could mention and bring up. But multiplayer would be so great for the game and get even more people to want to play it after doing almost all there is to do in single player, while also giving people an opportunity to play as any ship type they want if they're unable to unlock ones they want in single player. I would personally pay $10-$20 for multiplayer to be implemented in some way, possibly even more than that depending on the cost of implementing it and keeping the multiplayer servers up.
As for the multiplayer, the way it could work is making it where you create your ship and crew entirely from scratch with a set number of points (or scrap or whatever you want to call it), you can spend it on anything you could buy from a shop (including crew members) as well as getting your choice of whichever ship type you want to play as since you're building it from the ground up the ship would be a matter of preference. Points would be spent for upgrading your ship systems at this point as well as upgrading your available power supply bars. Points could also be spent on leveling up your crew members' skills if you want to invest in that, so you could have engi crew members with leveled up repair and mantis with leveled up combat skills. Finally you can also determine how many missles and drone parts you start with at the beginning of every battle, so there wouldn't be unlimited ammo for missles or drones. This could be balanced by increasing the cost to outfit your ship with beam and laser weapons in multiplayer games, since ammo is unlimited for those.
Total health bars for the ships would be the only preset thing I can think of at this point, it would be the same as the default healthbar playing singleplayer for every fight. This would make certain ship augments like the repair arm useless, but in multiplayer if there were only combat and no exploration many augments like long range scanners or scrap collection arms would also be useless (unless the devs found a way for augments like those to be implemented, such as the scrap collection arm costing money which could be spent for the combat functions of your ship at ship creation, but granting you extra points for every victory you pile up to move up the leaderboards).
Multiplayer would likely have to be set up without exploring around systems and just matching players up directly to fight each other with their ships. As for things like potential harmful environments like asteroid fields, nebulas, suns, etc. that could be the one thing randomnly generated for each battle matchup.
Ship creation would also mean taking risks in whatever particular build you go with, and realizing it'd be impossible to win every fight in the sense that a ship without shielding or defense drones would likely lose a battle in an asteroid field. Or at the very least you'd be at an extreme disadvantage.
With the set amount of points any one ship or build wouldn't be invincible or make it impossible for those just starting multiplayer to be able to win if they get matched up with a player who's played more. Once you create a ship however you wouldn't be able to edit it or change it in any way, including the crew members and the name of the ship. You could always create new ships but you couldn't edit the old ones.
For example while a stealth type ship without shields but with highly upgraded stealth, crew teleporter, and pilot systems for autopilot, with some rockman and/or mantis crew members would be immensly powerful against many ships and cause massive headaches for their opponents, this kind of ship would still be highly susceptible to fighting against ships such as ones that have at least one beam weapon (or beam drone), ships with pre-infernal ignitor, ships that have both a medbay and door control installed, and against ships that have super zoltan shielding holding off teleporters at the start.
Losing a battle would not be permadeath (though I suppose if the devs had the resources they could have two seperate high score leagues, one for those playing with permadeath mechanic in which you'd have to start back with a 0 score again, and one without it where you constantly gain points for winning battles and you lose points for losing battles). Essentially one league (permadeath league) the person with the highest score on the leaderboard would likely have to have the longest battle winning streak to have the top score. In the other league where your score doesn't reset back to 0 after losing a battle, it would be between who likely has the better win/loss ratio.
As for how the combat would actually work, at the very beginning of the battle the game would be paused with each players' crew members (depending on how many they have, the maximum being 8) all starting in the pilot room or closest to it. Each battle would start with each ship at full health, health wouldn't ever carry over from previous battles. During the pause time you'd have a set amount of time, say 1 or 2 minutes, to decide what you want to do and how power would be distributed. Potential issues could easily be ironed out, such as systems like pre-infernal igniter since your weapons started unpowered but you powered them up for the battle, then after the battle is unpaused the igniter would be coded to kick in so your weapons would be online lettting you fire right away.
If there was a standoff, such as two players not having enough firepower to penetrate each other's shields and destroy one another, or one or both not having enough missles/drones to destroy each other, there could be an option where if both agree to it the match can be declared a draw, none of them gain or lose any points in non-permadeath matches, and neither of their scores are reset in the permadeath matches. Also even further than that there could be a surrender option or button if you want to concede the match at any point and save each other time instead of waiting for the inevitable.
The one thing that I think should happen with being able to pause or unpause is at the beginning of the match you have that 1-2 minute time to plan out your moves, but once the battle starts you wouldn't be able to pause the game again so things would get pretty hectic. This would force players to learn and use the hotkeys for their weapons and custom hotkeys could be done for crew members, so players that get their hotkeys down can keep up with the speed of the game unpaused.
Also they could have a ship option of having autofire turned on or off by default at the start so they wouldn't have to remember to turn it on at the beginning of every battle. Currently in single player if you save & exit, then enter the game and load your save you have to turn on autofire again manually even if it was turned on when you saved and exited the game, which I know I've forgotten to do a few times after loading up my game into my first battle.
Also if multiplayer was implemented there could be multiplayer achievements as well.
The one potential issue I can see with multiplayer games (with everything I've mentioned) is that players using missles and drones could be underpowered or at a disadvantage because of the ammunition problem and possibly running out of ammo while the other player continues to hammer them with beam weapons or lasers that never run out. Though in a way I guess it could be a riskier build but with the perfect components and playstyle you could beat people if you know how to win the battle before running out of ammo and planning your build carefully.
So what do you guys think about this? I know that the game was designed for single player and the devs never anticipated their game becoming such a big hit or getting so much funding on Kickstarter, but I think if they could balance things properly and account for any possible issues multiplayer would be an excellent component, adding even more customization and unpredictability to the game. I can say that personally multiplayer for a game like Starcraft II is 10x more fun and challenging playing against human opponents than playing muliplayer against the AI where its easier to predict their coded tendencies (such as mantis ships always going in head first with their crew teleporter, which isn't really bad for you because you can just air out your ship and hole up in the medbay in single player).
Feel free to discuss and offer your ideas on what you think or if you don't like the idea give your constructive criticism. Chances are I probably overlooked or missed some things others could mention and bring up. But multiplayer would be so great for the game and get even more people to want to play it after doing almost all there is to do in single player, while also giving people an opportunity to play as any ship type they want if they're unable to unlock ones they want in single player. I would personally pay $10-$20 for multiplayer to be implemented in some way, possibly even more than that depending on the cost of implementing it and keeping the multiplayer servers up.