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Some thoughts on the multiplayer


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#1 AcidicTaco

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Posted 22 February 2012 - 02:21 AM

If this belongs in 'suggestions and ideas' instead, please move it.

The lobby
Normally one would think this would mean a text interface only to select what goes on in the server. However, I propose that the lobby be turned into a map of its own. How this works (displayed in the graphic I've provided below) is that players will spawn through a single spawn point and then go through other doors to different game rooms, either active ones or making a new one. These rooms will contain a set number of players, with limit of a maximum amount set by the server. The reason for multiple rooms in a single server is that Cobalt isn't very intensive on computer and, therefore, an actual dedicated server could handle multiple simultaneous games, providing maximum efficiency.

Like all maps, the lobby map can be custom made.
Due to this, it would be very useful if there was a large screen object that could display a custom image for servers. Other server specific items include signs to display whether a game room is active or not and if so there would be another screen to display the number of players in the room over the maximum number of players for the room.

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Combat in lobbies
Combat is strictly optional in lobbies. The reason for combat is further enjoyment of the new level of social interaction possible with the lobby being a level. If a player wants to engage in combat in the lobby, they must press a button on the keyboard to activate combat and the same button to turn it off. This player cannot kill others unless they have also activated combat. Weapons can be handed out by the design of the server's lobby map.

Game rooms
Game rooms would use the same format as lobbies similarly. Unless the creator of the game room has decided to make a set map to be repeated or a set rotation, players would join and enter a selection map or unless a game was already underway. First players would select the game mode, the number of doors for different modes depends on the maps on the server. Players will enter a door to enter their vote for which game mode will be chosen. After selecting a mode, they will go back to spawn of the map, except now they will select the map for the game mode selected. Once the voting has ended, the selected map will commence. After the game has ended, players can select if they want to play again via a yes/no button selection, rather than another selection level.

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Feel free to add any comments, criticism, suggestions, or any other thoughts about this long suggestion. I may continue to update it as I think I may have forgotten some details. Also it can still be built off of greatly.

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#2 ace45ray

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Posted 22 February 2012 - 03:18 AM

I like this, it's a pretty good idea, with good illustrations, too. If Oxeye gets online working, I'd really like to see something like this, although I would be happy with whatever they decided to go with.

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#3 AcidicTaco

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Posted 22 February 2012 - 04:09 AM

I'm not planning on Oxeye getting multiplayer started anytime soon. Thus this is the best time to give them suggestions as they will be in need of suggestions. Once multiplayer is already set in stone, stuff like this can't be implemented as it would be a huge change.

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#4 ace45ray

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Posted 22 February 2012 - 06:06 AM

Yeah, that pretty much sums up the multiplayer topics.

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#5 Shadowfire2010

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Posted 25 February 2012 - 01:12 PM

Great idea :D but i think it should rather be able to click on a server and then go into a lobby :) other wise it would cause lag without a fast enough connection
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#6 conantheimp

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Posted 27 February 2012 - 07:28 PM

If they can figure out a way to make this feasible, it would be awesome. If not, I can live with a list based client.

Also, if it did work out it would be perfect for my Moves idea!

#7 AlmightyTalon

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Posted 27 February 2012 - 08:33 PM

Damn, son. Imagination time. I like the idea, and I like games that use that system, but I agree with conan there. Any Multiplayer at this point would be good enough for me! :D





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