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 Post subject: Ideas to improve multiplayer
PostPosted: Mon Apr 04, 2005 3:07 am 
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Sea Wolf

Joined: Thu Jan 15, 2004 8:50 am
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I havent got the game so sorry if i get anything wrong but from what i've heard multiplayer is the same as in MAN just with some new units and new maps.

Not sure if the chess clocks are in yet (hopefully)

Anyway if you compare MAPR with most of the other games out there (TBS and otherwise) you find that alot of them offer alot more than the basic deathmatch type game.

The biggest issue is the fact MAPR is 1v1, but atm there are no great ideas around this (and there are tons of threads on it so won't go into it here)

But what would be good is to have alot more setting and/or win conditions for the current system.

Some ideas I came up with:
Changing the number of starting sas (which i beleive is available in single player)
Changing the ammount of cash available (again available in single player)
Restricting units, would force players to adapt their strategies if this could happen (eg no air units, or on a water map only naval transports and destroyers etc..)
Assault mode, from what I understand this is 1 human with an assau;t force that drops onto a heavily fortified ai base. 1 way i thought of for doing this multiplayer is have 2 players attack this base from different sides, 1st 1 to reach the middle wins. (you could even let the other human player setup the defence on that side of the base, or they could even control it removing the need for the ai.)
Win conditions are something that again most other games have, things like capture the flag and King of the hill etc.. But these are really viable on thsi game but instead how about having other goals:
Capturing all the highs on the planet to win.
Be the 1st to destroy $100 worth of units
Be the 1st to have an army worth at least $200 (with at least a $50 margin ahead of ur opponent)

I've no idea wether any of these would be fun nor how much code would be involved in doing these but thought i'd put some ideas out there for the devs to consider.

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Clan War Site: http://www.massiveassault.com/clans/nwo/ClanWar/

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 Post subject: Re: Ideas to improve multiplayer
PostPosted: Wed Apr 06, 2005 3:43 am 
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Sea Wolf

Joined: Mon Jul 05, 2004 9:19 am
Posts: 299
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Location: Minsk, Belarus
Yes, it is generrally the same game. Additionally, there is not much to say around something else than 1vs1.

But there is much to say about settings. It is like big joke - Domination has good set of new settings but....... for single play only. (Except additional victory condititions with wich I totally agree )

1. There are settings for income turns, SAS density.
2. Career allows to play with different set of units and even with different strength of units. (and even more)
3. There is something new in Assault mode.

But what is the ... to restrict all this to single part of the game?! I dont understand.


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 Post subject:
PostPosted: Wed Apr 06, 2005 11:50 am 
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Tough Nut

Joined: Sun Mar 27, 2005 5:10 pm
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Location: Los Angeles, CA
There seem to be a lot of decisions made in the development of this series that will probably confine it to the "could have been a contender" category.

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 Post subject:
PostPosted: Wed Apr 06, 2005 12:13 pm 
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Sea Wolf

Joined: Thu Jan 15, 2004 8:50 am
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the original was great, just a few problems with the new 1.

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Have fun, that's an order! If you win even better!!
Clan War Site: http://www.massiveassault.com/clans/nwo/ClanWar/

Dragonshard Fan Site: http://www.rpgplanet.com/dragonshard/


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 Post subject:
PostPosted: Thu Apr 07, 2005 1:46 am 
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Sea Wolf

Joined: Mon Jul 05, 2004 9:19 am
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Location: Minsk, Belarus
The only flow I see - they plan something like this for next MAN


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