Enhancing MP experience - part 1

Another little idea to think and chat about :)

Before you read any further please keep in mind that following words are not about changing current MP concept but adding extra mode or element to it - so everyone who is perfectly happy with what we got at the moment shouldn't be affected with this suggestion...

Ok, this idea is based on feedback of many players that i know who all love Sins but due to real life issues are finding MP game of Sins way too long and therefore against their will are getting put off... We are all aware of wonderful ingame save feature however starting and completing a game in one go is hard to replace...

In short main question and inspiration of this thread is following: how to make as big game as possible (up to 5v5) and finish it in shortest possible time without much or any compromise of what makes Sins so great in the first place... This, of course, mostly applyes to clans but also to bunch of friends who enjoy larger games... :)

So here we go...

1. Imagine tipical small map 1v1 or 2v2 scenario - just like we have it now...

2. Allow up to 10 players on it and divide it into 2 teams making it up to 5v5

3. Each team leader should decide what faction his team should play - no mix factions - it has to be 1 faction (up to 5 players) vs 2nd faction (up to 5 players)

4. Final and most important element is SHARED RESEARCH and TECH

So to save me typing long story simply imagine 1v1 game and divide each players work load to up to 5 players in a team... Team commander would be in charge of all the Tech and Research for example while other 4 players would be "soldiers" ordering units they would like to play with and of course would be exploring the map and playing the game as it is played now... team commander could also be in charge of lets say capital ships while remaining 4 players would be dealing with the rest... etc... etc...

Simply speaking - your tipical 1v1 game of Sins but played by up to 10 people - achieved by team based research, tech trrees and the army :)

Now, what would this mean ? - well, its simple one to conclude really... It would mean renesanse of Sins MP and Claning scene - simple as that...

Other players who prefer longer game, as i said at the begining, could always switch back to original mode and play the game as per usual...

TIME is big thing and currently it IS the biggest problem in MP game of Sins - this mode would tackle it in such elllegant way and it would solve this issue pretty much once and for all...


Opinions? :)


21,234 views 24 replies
Reply #1 Top
This reminds me of Starcraft's "Team Melee" mode: up to four players have shared command of all the units, buildings, and research on one side.

It's great fun to play over a LAN, as the game only ends when one side has been knocked out, and thus no players are eliminated early. It also allows different people to concern themselves with different aspects of the game (combat, economy, etc).

This was one of the biggest omissions from Sins, in my opinion. Heck, even Rise of Nations had it.

The best approach would be to democratize it so each player on the team can control everything: buildings, units, research, etc. The players themselves will determine who is to be a soldier, who is to run the economy, etc.

I'd like it. Lots. Maybe in a patch?
Reply #2 Top
Shared unit control and such were discussed back in beta, and we got something equivalent to a "maybe" on it :P
Reply #3 Top
@the captain

Starcraft exactly ;)

Man i like how your brain works - here and in Cap Ship thread...

Thanks for support and nothing further to add...

Reply #4 Top
Shared unit control and such were discussed back in beta, and we got something equivalent to a "maybe" on it
End of quote


No maybe... This feature is simply MUST if IC wants to develop healthy online community :)
Reply #5 Top
Personally, as this is Clan play you are concerning yourself with and not quick match or everyday games, you are catering to the most experienced/and community orientated section of the community

If you want large games you have to have some sort of cohesion, which means friends or matches either something like this is a must to implement or similarly to what is suggested above, or do something else to help.

I have been thinking, TIME is most peoples issues.

Resuming Saved games seems to be an issue, finding everyone online at a time where everyone is ready to play, but not yet in a match etc.

What would be good is some sort of thing tied into IC online. everyone has Email addresses attached to the game account I believe?


Simple answer would be to have a Outlook type calender, built into IC Online, where everyone can put down times they intend to play, how far in advance I would leave to the Dev's but say 2 weeks at a time would be sufficient say... When you log on, just a tab that says calender box similar to the friends box, which you can open, 3 columns, date, expected online Start time, expected Duration. All that would be needed is 3 drop down boxes and an add, also a repeat by week feature would be nice for people with regular schedules. You wouldn't need to look at it at all, unless you are in a saved game, then a pop up box could come on screen saying something like incomplete game please check your calender, just to remind you.

When you save and shut down a game, IC online looks at everyones calender, and then emails the players when it believes the best time would be to finish the game based on everyones scheduled active times. If it can't match in the next two weeks it sends an email saying unable to resolve a date/time, lists the players in the game, so you can add them as friends and help you re-arrange at a later date. For IC's servers and space issues, I wouldn't advise allowing for re-rearranging.

I know it sounds a real pain, but I think that by giving people some sort of matching facility you will get more games finished which is the point of the match right. I can't always dedicate 5-8 hours in a row for a game, but I would be willing to do a few clicks each time I come online to plan even just a week ahead.

Obviously IC would have a fairly large chunk of code to write, what do people think though....

Am I just dreaming, living in cloud coucoo land or the only sad one that has such a busy life that has to try and schedule everything in? Or would other people find this or something similar helpful in actually completing those epic matches which just never seem to get completed due to never seeing the people online again?

lol

Just tell me Im a fool if not

eeeeeeeeeeeee

Reply #6 Top
Matrix you are crazy...

I hate outlook and dont you know i have moved to mac recently hahahaha :D

No seriously - your idea doesnt solve the problem at all...

Point of this post is very simple...

How to play 5v5 game (be that clan game or just random friendly one) and finish it in one go without much or any compromise on stuff that makes Sins what it is and most of all without compromise to your real life (!!!)...

No calendars - no complicated emails - no bullshit...

Log in - get your (clan) mates and play large 5v5 game in one go :)

Simple...

And only way to do this is by following and tweaking basic idea in OP.
Reply #7 Top
lol not using outlook man, I only said the filth of MS as to give you an idea of wht it can do.

I don't care how good you are in a 5v5 you aren't gonna finish in one go if you have a 4 or 5 star system map with 80+ worlds, well not unless you wanna play all day/night long.

The reason I said what I did is to make things as painless as possible, you simply put in when you are intending on playing, and then the game can do the rest?

Otherwise why have the ability to save games, if you aren't going to finish them?

I can see the point of having shared trees, and ability to hand off fleets to team mates, is all great ideas, and I would say add them in, but when it comes down to it, not all games will be do able in one go, how do you combat that or at least make it simpler? Or those games will never really get played and you will loose part of what is great about the game!

I have never completed a game bigger then 1 star system, and I would love too, but just can't arrange to finish a started game like that.

Reply #8 Top
Read my OP!!!

Word by word - point by point...

Please - lol :D
Reply #9 Top
I'll shut up now.

My ideas were sort of more global to deal with big games, and I missed the words new mode in your OP :( embarrassed much lol
Reply #10 Top
Play against me and some RaY guys and we'll make it end within an hour. :)

No offense and all of course but it's really that you ned to practice more and learn to play.. What I mean is that it doesn't have as much to do with the game as how people play. You don't need to research 75% of the techs and have 1500 supply of ships amassed before your first attack.

My first 3 games where like 2.5-5 hours long too when the game first came out. But when good players play the games end MUCH faster, generally 45-120 minutes, much faster with 1v1's.


If you want a faster game use the map generator to make a really tight map.

Like this one i made :
https://forums.sinsofasolarempire.com/303815
You could make an even faster one than it though.
Reply #11 Top
Yup i play 4v5's all the time the games dont last longer than 2 hours and we havnt lost yet go figure.

Its the level of skill and the sims in space mentality that makes it drag on for you.
Reply #12 Top
So how about playing vs equal opponent - since you guys are obviously Pros and we are naabs - how about playing against Pros then... 5v5 of course... I would LOVE to see that game ending in 2 hours yet alone in 45 minutes...

:)

edit: by the way i was talking about extra mode - small tight 5v5 mode which wont spoil fun for guys who likes playing bigger games (or indeed have time for bigger games)
Reply #13 Top
Yes, that's what I was saying. When we play against other veteran players the games last 45-120 minutes.

Playing against newbs they last 15-20. So we don't do that, it's not fun. If we just play with random people we do 3vs7 or 4vs6 and even then games don't last THAT long.
Reply #14 Top
I am in urgent need of seeing demo of your skillz not to say proof that 5v5 can be done in under 1 hr (or up to 2hr)... I want to see this!

Challenge us :)

(and yes we are noobs so if you dont win us in 1hr we win by default - 5v5 please)
Reply #15 Top

RE: Enhancing MP experience

IMO in addition to the smaller map that was mentioned by OP, the limiting factors in this game are credit+resource rate and movement. If you increase those things, it should go faster.
Reply #16 Top
The only scenario I can see that will have a game last over 2 hours for "experienced" players is something like a 5v5 with 100 planets in a multi-system map. In that scenario, it may take up to 3 hours... I can't see it going beyond that. Those darn multiple-star maps are a pain ;).

I'd have to agree with Innociv that most of my games online (2v2, 3v3, 3v4, 3v5, etc) end in 45-120 minutes.
Reply #17 Top
In the new options ships move fast enough..


And like drex said.. In multistar maps, like 5 stars, games can last more than 2 and a half hours for experienced players. That's why you just play 1 star ones with 35-60 planets.

Resource rates don't need increasing, you need to learn how to get more resources.
You don't increases resources because new players don't yet know how to get high income rates quickly because if you increase theirs, say, 50%, you're making the game 50% faster for the experienced players which is too much. :|

Look at my income rate at the scores at the end of games..
I can get you some replays when i get home tonight but i'm just going to zip up some random ones and not look and see what's in them.
Reply #18 Top
Girospeck, its a neat idea. The problem is there are lots of neat ideas and only limited development resources =). So does this one idea cut the mustard of what gets done over what stays in the "to do" list? I don't think so, but thats just my opinion.
Reply #19 Top
Drexion, I understand that the development staff is working with limited resources and time. I also understand that many ideas are presented and only some can get selected. I also understand that there is no money in adding modes to a patch (unless it keeps people playing).I personally think this idea would be very fun. I like modes that require a great deal of team work and coordination. I am also a huge fan of alternative game modes. I understand that this idea may be to much work for a patch, but it could be added in an expansion pack.
End of quote


Thanks for support man :)

And it is exactly what i am talking about - an extra mode without any influence on game as it is played now... And main reason for this is???

Yes - team work is one of the reasons...

Yes - game with extra mode attached to it is more fun is another reason...

Etc...

But main reason really is that Sins is awesome MP and Claning platform yet due to its size and time needed to complete large 5v5 game it isn't really taking of and it never will (not as cool clan game anyway)...

So more teamwork, more players in a game and less time to complete a round with as little compromise on what makes Sins in the first place = game would find its way into Claning scene way easier and become more popular...

IMHO if IC wants to break into Clan scene with this game - this or very similar MODE is simply must - asap as well...

:)



Reply #20 Top
So anyone else thinks this is totally stupid idea or indeed something that could add a spark into MP aspect of sins!?!?!

In short - bump! :LOL:
Reply #21 Top
go on sins IRC and we'll arrange a game against you.
Reply #22 Top
Pass the challenge in forums and we can get together :)

(keep in mind we are Euro based)

Sorry I am not really IRCing these days - waaaaay too geeky imho :LOL: