It would also allow you to pause, quit and rejoin campaigns as you're not requiring two players to both have an hour free for a full co-cop campaign with each other players can play any number of systems against other players and step out, then step back in later to continue playing and it doesn't matter - just the available pool of players will have changed. The major difference to the player experience would be that a.) you'd be fighting a human, not AI and b.) the Last Stand would need revising - one way might be that when you beat the Flagship, you then get to play as the Flagship for someone else's Last Stand experience.īy only pitting players in the same sector against each other, you ensure there's some balance between the ships. If a player quits/disconnects mid-fight, the AI would step in to control their ship. If you lose, you're wiped out as usual and start your campaign over. If you win, you get a scrap/reward outcome based on the value/systems on the other player's ship, and you can progress as usual. You go head-to-head, each player with say three pauses available to them (that last up to 10 seconds max, to stop someone tapping space and sodding off mid-fight). In terms of FTL multiplayer though, what would be far and away one of the best (and also most complicated to code and maintain) ways of managing for campaign mode would be through sector-matching the fights.Įach player is playing their own story-mode campaign, right up to the final boss, as they do in single-player.Įach time they jump into a system and the RNG calls a fight, the game checks against the live list of other players currently playing the campaign MP mode, and matches you against someone else who is about to start a fight within the same sector. I don't know if you've spoken to the devs but you might find it tricky to make your own game using someone else's intellectual property.
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