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Messages - Startling

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Suggestions / Re: Multiplayer via UFO2000 project
« on: October 12, 2012, 04:39:09 pm »
I made the UFO2000 installer, do I count as a developer? ;)

You might not need to create a direct interface between both programs. IIRC UFO2000 has some kind of save/script support, so a simpler approach would be to just generate a file with the mission data that would be loaded into UFO2000, play a game, and put the results back in OpenXcom.

Anyways that's besides the point. Supporting multiplayer is not an "implementation" issue, it's a "gameplay" issue. This is the kind of discussion that goes around and around over and over again, people always think "hey what if the other side had a human?", that it'd be that simple, that it'd be fun. But I don't think playing X-Com multiplayer is an enjoyable experience. You can't just "tack on" multiplayer to it.

Let me clarify. X-Com is designed to be a struggle, a challenge for the player. The odds aren't in your favor. You have to fight your way from the bottom until you can finally top them. It's a reverse difficulty curve where you start as difficult as possible and only start easing up as you gain leverage on them. It's a brutal yet enjoyable experience, but it's not balanced. The aliens are better than you, stronger than you, more powerful than you. By default it's an unforgiving punishing game and that's just with an alien AI. With an alien human, well you might as well just sit down and take it because you've pushed so far against you you're gonna have a hard time ever winning or having fun. Blaster bombs and mind control are insta-game-overs. I'm not making this up, people have tried this.

Basically if you wanted proper X-Com multiplayer you'd have to redesign the game from scratch to make sure it's balanced and fun for both sides, like UFO2000 and UFO:TTS did, and that's not really within our scope right now.


I understand your point. But there was already a popular project : UFO : The Two Sides, which was shut down for whatever reason. Yes the game would have to be re-designed ultimately, but having the ability to have LAN, at a vanilla state of the game, would provide added interest for the game. For added difficulty people tend to limit their use of psi and blaster launchers, there are various challenges that you would play, various tech levels, forbidden tech. After all this is a LAN game with a person you know, not an internet tryhard that will do everything just to win.

AI is fun, but only for so long, openxcom seems to promise an ultimately moddable game, and the major issues could be fixed, even on personal basis. LAN games will spice up the otherwise dumb AI that was present both in EU and TFTD. And heck, I always wished to play with that crysalid.

PS. where in the internet games the developers are forced to develop a balanced and unexploitable game, since otherwise the player base would exploit every little trick just to win, in personal LAN vs friend game people tend to be able to achieve the agreement to have enjoyable and fun game, even with major lack of balance. UFO2000 lacks hugely the geoscape aspect of the game, and focuses purely on battlescape, so completely uneven matches would simply ruin the game, where in vanilla xcom, having most of your squad killed, and the remaining guys scrambling to get back to the skyranger was not too uncommon, and definitely did not ruin the game.

PSS. With additional option to turn on AI for some battles (where its more of a fast 3 turn psi cleanup) would completely remove the routine boredom of high-tech missions  for the 2nd player.

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Suggestions / Re: Multiplayer via UFO2000 project
« on: October 12, 2012, 03:56:53 pm »
I have not developed UFO2000 unfortunately, but I assumed that the dev team was not very happy with developing net code to go with the game, and hence suggested using the other project :)

I felt that the only interface that would be required is force-setting the initial battlescape/weapon allocations, and then UFO2000 providing the battle report back to the geoscape of openxcom.

In any case, it would be amazing to have even a LAN-only battlescape multiplayer mode where you can play vs the other player. I loved the ufo the two sides, but that project was shut down, and, quite frankly, did not follow vanilla xcom much at all.

PS. what I propose is simply direct connection LAN during battlescape, where one player simply plays the game, while the other player has an idle blank battlescape waiting for the connection to be made by the first player. After that, the parameters and the weapons are loaded, and the 2nd player is able to control the aliens much in the same way as the first is controlling the humans.

Software like hamachi/openvnp is commonly used to play old DOS games nowadays anyway, so even LAN over the internet wouldnt be an issue for the starters.

PSS. the ufo:tts was quite a successful project, so such a small LAN implementation might actually bring in even more interested people and developers.

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Suggestions / Re: another idea - radar range on geoscape
« on: October 11, 2012, 06:38:08 pm »
Not so much as to hex-based landscape, but more for the purposes of the tris visualisation. The original xcom had quite low poly and heavily triangulated meshes, with better quality closer to poles (i.e. usual sin/cos vertex distribution). But I am heavily derailing the topic right now, so I should stop :)

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Suggestions / Re: civilians in base defense missions?
« on: October 11, 2012, 06:35:34 pm »
The overall issue is what it would turn into. Most bases are based on chokes and good layouts. You would just run all of the stuff to the side of the base behind the xcom soldiers, if you get all of the soldiers killed, you would start using the staff to defend. The likelyhood of loosing any of the staff before xcom dies is quite low.

If the staff becomes AI controlled, you get the whole pain of dealing with retarded AI, whether the actual staff would be trained to evacuate the base in organised manner. This is not a market street that you are trying to defend, but a high-security military base...

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Suggestions / Re: another idea - radar range on geoscape
« on: October 11, 2012, 06:19:50 pm »


Is what I meant :)

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Suggestions / Re: civilians in base defense missions?
« on: October 11, 2012, 06:18:40 pm »
Well, yes I do actually work in research, and there is a protocol associated with everything you do :) Its very different between universities, where profs sometimes do keep it all to themselves, and opposite, when you work for a corporation, where your work is their money, and, oh, they don't want to loose any of that.

To be quite frank, I do not see how would civilians be helpful in base defence mission. Or well, I do see how they can be, but I do not see great benefits of it, versus the drawbacks of having more units to mange or account for, risking loosing your untrained 60k investment, and general lack of plausibility.

If we were to continue the line of thought of similar events during the game, what I would be thrilled to see are various factions that are with/against XCOM on the missions. Why terror missions never have LAPD/etc officers that are armed? Why facilities that you go to defend never have their own security staff or a guard at least? Why not have military be present alongside in some of the missions, where they are progressing in organised manner, as your XCOM soldiers, but just with earth equipment?

Of course all of these would be AI controlled.

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Suggestions / Re: civilians in base defense missions?
« on: October 11, 2012, 06:00:52 pm »
By lore I mean the multiple fan fiction books and the overall perception of the situation. It would be impossible not to detect a huge flying disk screaming at max speed and low alt towards your base. And why would you loose research? its not like scientists forget what they were doing when they get evacuated for a few hours (unless the lab is destroyed, but then only the samples will really be in danger, correct scientific research is stored externally and documented in detail). And then if you account for the fact that the base is heavily militarised with correct procedures for evacuation and EXPECTATION that they might be engaged.

Not like your average fire alarm test at the workplace :D

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Suggestions / Re: another idea - radar range on geoscape
« on: October 11, 2012, 05:57:03 pm »
Great :D Well, the circles look actually best from the currently implemented methods. Having a button to disable them would make it perfect.

I am happy to do correct math for the geoscape btw, if you need any more of the correct traj. planning (no weird spiral bug that was in the original) or even hex-based geoscape :D (I think it is already hex based?)

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Suggestions / Re: civilians in base defense missions?
« on: October 11, 2012, 05:51:05 pm »
Dont forget the lore of the game, where the base is actually evacuated before the alien battleship arrives, which is IMO a fairly good approach to the problem. You would not leave your 50 y.o. 4-eyed scientist to deal with aliens

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Suggestions / Re: another idea - radar range on geoscape
« on: October 11, 2012, 05:47:17 pm »
If you were to go for shading visualisation, why not display actual radar scanning process? Like they do in the movies

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcSAAFZV9hTrYklZb8wr1qI0j_6yv5lBQZ8AueJl5_SwvMWW7qAF

With a little colour difference it should look pretty decent :D (button to display radar ranges might actually help as well, or be it in options)

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Suggestions / Multiplayer via UFO2000 project
« on: October 11, 2012, 05:41:36 pm »
I have seen FAQ with regard to the multiplayer implementation, but do hear me out >.>

As the original xcom was split into geoscape and tactical EXEs, I was thinking if it would be possible to have the openxcom geoscape run the UFO2000 exe with defined map and alien/human units, in which the human player over the network would be able to take control of the aliens, and result in super-super human difficulty :)

It would mean indeed that only single player would be able to play the game, with the 2nd player occasionally connecting to the battlescape to play out the tactical part of the mission, but most of the game IS about the tactical parts, with a little bit of strategy in the geoscape (at least time-wise).

All this would require is to unify the UFO2000 weapon definitions and battle result reports with openxcom system. Which is much easier than developing everything from scratch. It would also provide a good entry point for geoscape multiplayer, but, quite frankly, being able to screw up your friend's team is more than enough for starters :D

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