[TITLE EDITED TO AVOID CONFUSION]
Okay, so keep the missions, keep the squads, keep the rectangle compounds... But perhaps... One way to solve a lot of some of the problems I have been commenting on from easily skirted mission areas to timers would be to make a Tetris 99/Minecraft Build Challenge style grid-map connection.
So, everyone is still playing in their 4 man group, but each group is assigned a square on a larger virtual grid (this wouldn't be one large map which all players are in, but a system-driven grid with an impact on each other similar to Death Stranding). Once they clear their square, they push forward. However, if the squares either side have not been cleared by the time you have started, then the enemy will be stronger from that direction during the next mission (only lowering when the adjacent square has completed their mission).
It could solve a whole host of problems, create an engaging multiplayer angle and progression system, inadvertently make a Strand-game since you are actually supporting other people's games by lowering their difficulty if you are keeping up with the timer and punishing both you and other players if you are not keeping up.
Similarly, you could also then have a "difficulty" setting by putting those wanting a challenge in squares nearer to newer players so that the newer players will not be supporting them from their direction, while they are receiving the support from the more hardcore players... It's a win-win.
I hope I have explained this well. I'm not a boots-on-ground games developer so I can't speak for the reality of this concept, but perhaps it theoretically could solve a whole host of issues while creating an incredibly compelling almost narrative multiplayer experience as you slowly push through a city tackling objectives alongside a whole host of other players.
Broader Multiplayer Connectivity
-
- Posts: 19
- Joined: Tue Jun 27, 2023 11:36 am
- Has thanked: 9 times
- Been thanked: 8 times
Broader Multiplayer Connectivity
Last edited by PeterAvastrat on Thu Jul 06, 2023 3:14 am, edited 2 times in total.
- HaxRet96
- Posts: 16
- Joined: Fri Jun 23, 2023 3:03 am
- Location: Every place of great interest
- Has thanked: 2 times
- Been thanked: 12 times
Re: Larger Multiplayer Mode
In my opinion, current 4 member squad is enough. Two squads or more is too much. Especially because game is not made for large maps. It would lead to performance issues. At the moment, the only problem is that you can restore 2 members from AAV. It should be available to call max number of reinforcements (3 if one player is alive, not just 2). Otherwise one player is only spectating and in most cases, leaves the game.
-
- Posts: 4
- Joined: Fri Jun 23, 2023 6:03 pm
- Has thanked: 10 times
- Been thanked: 2 times
Re: Larger Multiplayer Mode
I like this concept! Would be interested in playing it. If this was up to you to implement, would you be able to interact with other fireteams (seeing them on rooftops, hearing their actual gunshots, friendly fire, etc)?
-
- Posts: 19
- Joined: Tue Jun 27, 2023 11:36 am
- Has thanked: 9 times
- Been thanked: 8 times
Re: Larger Multiplayer Mode
I have called 3 from the AAV multiple times? Not sure what happened in your games to stop that!HaxRet96 wrote: ↑Mon Jul 03, 2023 2:42 am In my opinion, current 4 member squad is enough. Two squads or more is too much. Especially because game is not made for large maps. It would lead to performance issues. At the moment, the only problem is that you can restore 2 members from AAV. It should be available to call max number of reinforcements (3 if one player is alive, not just 2). Otherwise one player is only spectating and in most cases, leaves the game.
Also, I mentioned the fact that this concept was not a persistent world! It would be systems-driven. More like Death Stranding's multiplayer systems and how different players' worlds interact than a larger map, Dark Souls could be another example where the bell ringing in another world is heard in yours. So, other 4 team squads' work impacts other people's missions if they are adjacent in the grid. I totally agree that the 4 member squad is the right amount. But a lot of people want more, so I suggest having a systems-driven campaign like the above to cover a whole range of issues and desires.
Last edited by PeterAvastrat on Mon Jul 03, 2023 10:16 am, edited 2 times in total.
-
- Posts: 19
- Joined: Tue Jun 27, 2023 11:36 am
- Has thanked: 9 times
- Been thanked: 8 times
Re: Larger Multiplayer Mode
ThanksNortheastNutria wrote: ↑Mon Jul 03, 2023 7:43 am I like this concept! Would be interested in playing it. If this was up to you to implement, would you be able to interact with other fireteams (seeing them on rooftops, hearing their actual gunshots, friendly fire, etc)?

- AmperCamper
- Community Manager
- Posts: 1171
- Joined: Fri Jan 29, 2021 5:02 pm
- Has thanked: 1299 times
- Been thanked: 2341 times
- Contact:
Re: Larger Multiplayer Mode
We appreciate all the feedback around expanding player lobbies. This is something we'd like to do, but please know it won't come for some time. We're still reading threads related to this, though, so please keep the conversations coming on this.
-
- Posts: 19
- Joined: Tue Jun 27, 2023 11:36 am
- Has thanked: 9 times
- Been thanked: 8 times
Re: Larger Multiplayer Mode
Fair enough! As I say, it's not about more players in each "match" but about how each fireteam mission could be linked in a death-stranding or Dark Souls style way. Therefore it is not so dependent on player-count. It just adds to the feeling of a larger scale. Dark Souls doesn't work differently with its many basic multiplayer components, it still acts as a singleplayer game (in this case it would still be a 4-man fireteam mission), but the elements enhance the experience through connectivity.AmperCamper wrote: ↑Wed Jul 05, 2023 1:31 pm We appreciate all the feedback around expanding player lobbies. This is something we'd like to do, but please know it won't come for some time. We're still reading threads related to this, though, so please keep the conversations coming on this.
My grid idea was just one way of visualising some such connection.