SO, I here there are going to be new game modes?

This is awsome.

we should post a thread of what game modes the devs havent thought of yet.

 

1. even resources (all planets of the same time have exactly the same resource roids... in other words... you dont get a two roid ice, while your enemy gets a 4 roid ice.  this would prolly be best implemented as a toggleable thing. may or may not include neutrals.

2. symetric random map... basicly...  the game notes the number of players (it also notes if there is less players than the max) cuts the map up into pie shaped wedges... and each wedge houses one player, and each wedge is identical. (except for pirate bases, and perhaps neutrals)

the above two ideas are to just make maps that are fair... and stop one team from losing cause thier half of the map sucks.

 

3. There can only be "x".   basicly... the idea here is to create a system where unlocked teams wont just end up with 7 vs 3 or something stupid like that... there can only be "x" people on the winning team, and the map has been depopulated to that level... via... "diplomacy..." A game where the number of players is 10, and "x" is one... would be very long... but perhaps very exciting... since "this galaxy is only big enough for one of us"

4. Capital ship only game.  cause big ships are jsut that awsome.  (ya i know there is a mod... no one uses mods)

5. assassin... every player has a target empire they have to try and knock off...you knock off an empire, you get their target.  Do you rush your enemy and risk your fleet far away from your empire when you get attacked? or do you build up a sizeable empire first, but risk your target getting hard to kill? you have ceasefires (or peace treaties) with everyone not your target, (it "looks" like you have a cease fire with the person who is attacking you... but you dont... and you cant invade his planets)

5. deathmatch.  99999 resources. the stratigy here is.... another frig factory? or a lab to research better stuff?

6. king of the hill.  a recently discovered ancient, capturable, relic is floating in empty space not far from this system's sun... and only reachable via the sun.  We think its a weapon... a weapon that could end this war in our favor very quickly... send over a colony frig and send down a team of scientists, and protect them long enough for them to do thier job.   (if a single star system the planet is attached, almost like an afterthought, to the sun only, if multistar, its attached to the star in the system with no starting players)

6. no rush. (x min of peace treaties between everyone before the fun begins)

any other ideas? post em here!

 

oh, autodownload of maps would be nice.

and auto-turn-on-of-mods would be nice too (e.g. you dont have to go back to the main screen turn turn on the mod... you just join the game, and the game does it for you... IF you have it downloaded)

4,794 views 10 replies
Reply #1 Top

Man.....

I am making such threads since BETA!

I really as in REALLY hope this game finally gets proper MP attention via number of different MP game modes...

Little fingiez crossed!!!!

 

Cool thread by the way - no much time to reply to it properly - but it has my full support!!

 

:)

Reply #2 Top

Same here.

 

Me and shadow even made a mod to show that such things are VERY possible.

Reply #3 Top

I think a lot of this could be accomplished via a simple menu that allows the host to enable/disable certain aspects of the game.

The old Mechwarrior 4 games had a feature similar to this for multiplayer. The host could, when setting up his game, choose to ban certain weapons, equipment, and mechs. The restriction settings were shown in the server info page.

I'd envision this type of thing in Sins in the following way:  the host would be able to access the "restrictions" menu via a button on the current "options" menu. The restrictions menu would be a simple list tree, divided into Ships, Structures, Research, and Fleet. Each tree would then branch out into more specifics, for example Research would branch into Advent, TEC, Vasari, and then each would further divide into Military, Civic, and Defense. Each tech in each tree would be listed, with a simple check box beside it. Uncheck the box to restrict the technology. Perhaps restricted items can be displayed in a seperate list, for easy reference by players checking the settings.

This would let us easily set up Cap Only games, No Superweapon games, or anything else that strikes your fancy. Maybe someone wants to challange their friend to a LF/HC/Carrier only match.

Reply #4 Top

What about modes where planet exploration items become more frequent? Or where everyone starts off with 1 of each lab and say 4 techs already researched? Or everyone starts with their "worst cap" already built, and has to live with it or scuttle it?

Reply #5 Top

My idea of gaming modes, are intirly NEW modes.

Like CTF

Or, no reasource gathering. What you start with is what you got.

Or my Favorite, DOME:Critical. An invention of mine, were everything as been reballenced to play INSANLY quicly.

(intire game of sins in under 45 minutes!)

Reply #6 Top

My thoughts on your suggestions

  1. Love it
  2. Love it
  3. This is a must
  4. Meh
  5. In general, more starting resource options would be great
  6. Meh

As for no-rush, you'll have to be more specific.  What's stopping me from rushing in with a colony cap and taking a planet right out from under the enemy?  He can do nothing but watch as I fortify it and wait for the no-rush timer to expire.  Obviously the no-rush scenario needs some method to deal with the fact that players will be competing for the same planets, and since violent methods of conflict resolution are banned, some other method must be employed to prevent or resolve such disputes.  If such a method doesn't exist, it just becomes a stupid game passive-aggressive bullshit where the goal is to try to steal planets out from under the enemy and box them in before the no-rush timer expires.

Reply #7 Top

herm... oops... i posted 2 fives..

I am glad you liked the first three (these I thought of before i started typing, the others were afterthoughts.

 

for no rush... i was thinking... something simple... just peace treaties... so if someone does send there deathegg or progen 1/2 way accross the map to be an asshole... ok, that planet is theres... continue on, even through it... and as soon as the timer expires, start building an orky.

ya... so your empire might be more spread out, with a hole in the middle... but his colony cap wasnt colonizing the planets near him... I would think that the number of planets people trying to "box" other people in will have would prolly end up lower to those that colonize in a line, or in a sphere.

 

multi-star maps work great for no rush... but few play them... :-(

Reply #8 Top

for no rush... i was thinking... something simple... just peace treaties... so if someone does send there deathegg or progen 1/2 way accross the map to be an asshole... ok, that planet is theres... continue on, even through it... and as soon as the timer expires, start building an orky.

But sometimes players are only 4 or 5 jumps from each other; you might not even have to purposefully go out of your way to take a planet your opponent is eying up.  It's easy to say "deal with it", but if your enemy arrives at the desert planet you're clearing out and gets his Akkan within range first, you'll probably change your tune immediately.

Reply #9 Top

3 is a must and has been suggested by myself more than once.

Currently a FFA can end by all 10 players just forming a mass alliance and everyone wins, then sings combiah (sp?) in the chatroom.  Just silly.

Reply #10 Top

I propose a mixture with elements from MoO II, the pirate system and the orignal homeworld, I preliminiarily call it: bounty hunters.

like with the antarans in MoO, you will be attacked throught the game by very powerful, very advanced forces. you might beat them, but they are tough and bind resources. like sins pirates, however, they can be appeased. basically, they demand a token of respect and appeasement, otherwise they attack you from the void of space anywhere in force. however, there is no auctioning or some such. I'd say, for fairness, all players in the game should become targets equally.

the other part is: since your resource income just would not suffice to build an empire, armada and meet the rising demands of the aliens, there is a second way to gain resources: bounties. this means you cannot stabelise, you cannot bunker, you have to go out and kill enemies, conquer territory, subjugate enemies. otherwise, you will sooner than later not be able to buy yourself off and be sloughtered by the aliens.

so, the whole thing comes down to having to play even more aggressivley. fight or die. and it would become a bit faster, shorted I'd presume, since players are taken out one by one, last man standing style sort of.

alternatively, you could make it much simpler and say that every half hour or so, the weakest player gets eliminated. the problem here is determining exactly who the weakest player is (income? fleet size? research?) and whether the elimination should just hard or soft like the above system in that he meets a force that stronger players can handle, whereas he cannot. think of it as poker where the blinds keep getting higher which eventually makes it extremely hard to weaker players to stay in the game.