(This is best pursued after 1.0- I would rather have the better ideas and fixes in the game before this)
A new (not very)possible concept for a Multiplayer game mode in later development would put a "Red Team" against a "Blue Team"(Capture the Flag style) with prep time. The game begins after a countdown, signaling the beginning of Phase One:
Team Flags are special un-craftable components that change into a victory condition when they are sent into a "Victory Fabricator". There should be unique ones for each team to prevent win cheesing. The victory fabricators would only accept the opposing team's flag component as well.
Phase One: Harvesting
The players begin in by escaping the start, to go harvest some resources to upgrade their Techs. Enemies spawn at the top-left and bottom-left sides of the map, but cannot spawn or follow the players into their forts.
Phase Two: Construction
The players are free to continue harvesting while the build warning is sounded. The players can also build before the warning. It is a warning to those who haven't built up their techs yet.
Phase Three: Attack!
The Middle Divider disappears, and the battle commences. Techs have unlimited respawns, but they spawn only as the Modified Starter Tech. The first team to grab the other team's unique component "flag" wins.
Problems:
The game can get asymetrical over time- one team gets more blocks while the other loses them. This could be fixed by allowing the team that made the blocks to only have the control over those blocks.
Airborne Component Capture is overpowered- Maybe techs lose the component if they haven't touched the ground for awhile.
Flag Components stay where they are- The Flag Components de-spawn if they are left unintended for more than 30 seconds[and re-spawn back at their respective Flag Component spot].
RNG plays a role: The random hostile techs spawned could be dangerous.
Possible Suggestions:
What do you think should be the length of the periods?
How big should the battlefield be in total?
Picture below.
A new (not very)possible concept for a Multiplayer game mode in later development would put a "Red Team" against a "Blue Team"(Capture the Flag style) with prep time. The game begins after a countdown, signaling the beginning of Phase One:
Team Flags are special un-craftable components that change into a victory condition when they are sent into a "Victory Fabricator". There should be unique ones for each team to prevent win cheesing. The victory fabricators would only accept the opposing team's flag component as well.
Forts would be the bases for the teams and where the Team Flags are. There are two forts- one for Red Team, the other for Blue.
The Forts are not techs, but "monuments" that are made so that they look like a fort.(a monument with a "cave" that has at least 3 entrances)
The playing field is symmetrical- so both sides have fair ground.
There are gates in front of the starting positions(behind the forts). These begin as neutral techs, then when the game begins, they become the hostile techs so players can smash them open.
All forts have all normal corp fabs in them, as well as scrappers, component factories, refineries, and the only way to obtain power- an anchored furnace with batteries and 4 VEN Chargers. These are set to be neutral techs, but freely controllable in terms of the menus.
The Fort bases are not editable by the players, but they can be fully used.
The Forts each have their own Trading Station.
The Component to Capture is located in the forts, most likely at the top of it.
The Biome Areas would contain at least one of each biome (with re-spawning resources for small battlefields) to allow for full-spectrum tech crafting.
There is a Middle Divider that divides the world from the very top-left to the very bottom-right of the map.
The Beginning Player Techs would be similar to the campaign, but with tractor pads and better wheels(Modified Starter Techs?).
There would be a set world border, that would rather act as a invisible wall marked by lines on the ground, or like the borders in gauntlet, but with more error room.
There is a limit to the size of the tech, and that is slightly smaller than the smallest Fort entryway- in all dimensions. Currently it is 7x7x7.
In order to win, one team must Capture the Component 3 times.
The Forts are not techs, but "monuments" that are made so that they look like a fort.(a monument with a "cave" that has at least 3 entrances)
The playing field is symmetrical- so both sides have fair ground.
There are gates in front of the starting positions(behind the forts). These begin as neutral techs, then when the game begins, they become the hostile techs so players can smash them open.
All forts have all normal corp fabs in them, as well as scrappers, component factories, refineries, and the only way to obtain power- an anchored furnace with batteries and 4 VEN Chargers. These are set to be neutral techs, but freely controllable in terms of the menus.
The Fort bases are not editable by the players, but they can be fully used.
The Forts each have their own Trading Station.
The Component to Capture is located in the forts, most likely at the top of it.
The Biome Areas would contain at least one of each biome (with re-spawning resources for small battlefields) to allow for full-spectrum tech crafting.
There is a Middle Divider that divides the world from the very top-left to the very bottom-right of the map.
The Beginning Player Techs would be similar to the campaign, but with tractor pads and better wheels(Modified Starter Techs?).
There would be a set world border, that would rather act as a invisible wall marked by lines on the ground, or like the borders in gauntlet, but with more error room.
There is a limit to the size of the tech, and that is slightly smaller than the smallest Fort entryway- in all dimensions. Currently it is 7x7x7.
In order to win, one team must Capture the Component 3 times.
Phase One: Harvesting
The players begin in by escaping the start, to go harvest some resources to upgrade their Techs. Enemies spawn at the top-left and bottom-left sides of the map, but cannot spawn or follow the players into their forts.
Phase Two: Construction
The players are free to continue harvesting while the build warning is sounded. The players can also build before the warning. It is a warning to those who haven't built up their techs yet.
Phase Three: Attack!
The Middle Divider disappears, and the battle commences. Techs have unlimited respawns, but they spawn only as the Modified Starter Tech. The first team to grab the other team's unique component "flag" wins.
Problems:
The game can get asymetrical over time- one team gets more blocks while the other loses them. This could be fixed by allowing the team that made the blocks to only have the control over those blocks.
Airborne Component Capture is overpowered- Maybe techs lose the component if they haven't touched the ground for awhile.
Flag Components stay where they are- The Flag Components de-spawn if they are left unintended for more than 30 seconds[and re-spawn back at their respective Flag Component spot].
RNG plays a role: The random hostile techs spawned could be dangerous.
Possible Suggestions:
What do you think should be the length of the periods?
How big should the battlefield be in total?
Picture below.
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