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Some basic questions about MP[message #310569] Mon, 24 September 2012 14:32 Go to next message
Booze is currently offline Booze

 
Messages:7
Registered:September 2012
Hey there.

First of all, thanks for the hard work. I always missed a Coop Multiplayer function in this game. Finally there is a ray of hope. Sadly I have to wait for a friend to install, so I didnt have the chance to check it out yet.
I have some quick questions about the actual coop gameplay:

- I read that you cant climb roofs and the dropped equipment is bugged (out of synch, cant exchange items between players), but the thread that mentioned that was pretty old. Is it fixed in the current version? Because no-roof-climbing was the reason why I stopped playing JA Online.

- How does the sector movement work? Can you divide forces? Like entering a city from east and west simultaniously, if timed correctly?

- I read that most merc dont hit anything when using burst shots. Is that still a problem or fixed?

- How does Skyrider work? Is he even implemented in MP? And if so, can several players use the same helicopter? Like each player placing one merc in the chopper and making a combined drop in a city for example?

- Is the role-playing part of the story still active in coop? Can you still get the in-game mercs like the rebels (Ira etc.)?

- Also: Can I patch up my allies mercs, if wounded?

Well, thats about it. Would be appreciated, if anyone would have an answer for me.

[Updated on: Mon, 24 September 2012 14:34] by Moderator

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Re: Some basic questions about MP[message #310570] Mon, 24 September 2012 14:38 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3651
Registered:July 2009
Hello Booze, Welcome to the Pit :wave:
I think you're overestimating the Coop part a bit ... it's just single map skirmish vs AI, not complete campaign. As for the other questions, no idea - never been that interested in MP.

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Captain

Re: Some basic questions about MP[message #310572] Mon, 24 September 2012 14:49 Go to previous messageGo to next message
Booze is currently offline Booze

 
Messages:7
Registered:September 2012
Aww, damn. I got a little overexcited and fooled by the screenshots that showed that map overview, I guess.
But maybe you can answer my question about the roof climbing bit? Shouldnt be any different in Deathmatch, I suppose.

Oh, and: Hi there! Glad to be aboard. Smile

[Updated on: Mon, 24 September 2012 14:51] by Moderator

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Re: Some basic questions about MP[message #310589] Mon, 24 September 2012 19:50 Go to previous messageGo to next message
Acces is currently offline Acces

 
Messages:9
Registered:January 2012
Location: Germany
Hey,

im playing with a friend of mine with the last stable version (4870), so my statement do not cover any changes done since that release.

- coop campaign is not possible
-> you can play vs ai or other clients on one single map
-> playing on underground maps is not possible
- climbing on roofs is not possible
- exchange equipment among diffrent clients results in a crash
-> drops from ai can be collected
- you can chose your starting location (south east west north)
- no burst fire issues detected so far
- bandaging mercs among clients is possible, surgery only on your own mercs.
- no shared vision
- a lot of crashes and bugs (especially with interrupts)

nevertheless it makes a lot of fun and im looking forward for any new update.

Tip: modify the enemygunchoices.xml for stronger opponents

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Re: Some basic questions about MP[message #310599] Mon, 24 September 2012 21:35 Go to previous messageGo to next message
Booze is currently offline Booze

 
Messages:7
Registered:September 2012
Heyho,

thats really too bad. The Campaign elements really added to the tactical depth. I was already envisioning myself, setting up ambushes against the invasion of Drassen with a mate. Or freeing my ally from jail. That would have been epic...
From the looks of it, I can maybe hope, that they fix item exchange, climbing roofs and interrupt bugs, but probably not, that they convert the whole singleplayer experience into multiplayer.
But then again, I never expected any multiplayer mod to reach the sort of level this one already has, so maybe there is still some hope left...
Will give it a try though. And thanks for the heads up!

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Re: Some basic questions about MP[message #310600] Mon, 24 September 2012 21:52 Go to previous messageGo to next message
sorca_2 is currently offline sorca_2

 
Messages:202
Registered:September 2010
Location: California, USA
To me it seems like making a co-op campaign in the fashion you have described (the ideal fashion, really) might be a little beyond our grasp at the moment. Maybe a more feasible compromise would be to have a regular campaign, but you get to hand over some of your mercs to a multiplayer buddy when you go into the tactical screen (you control Squad 1, he controls Squad 2). Whenever you leave the tactical map, control goes back to you.

Maybe this would solve some of the item issues since they really only "belong" to one player?

During the strategic map mode, he just sees what you're doing I guess. Perhaps the game could swap control of the strategic map between players at midnight each night or something. Granted, it's not the same as a persistent-world campaign that you described, but it sounds like it would be easier to implement by an order of magnitude and would at least give us some kind of campaign option.

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Sergeant 1st Class
Re: Some basic questions about MP[message #310612] Tue, 25 September 2012 05:22 Go to previous message
Booze is currently offline Booze

 
Messages:7
Registered:September 2012
I dont have nearly enough programming experience to know where you guys bump into walls with the code. It was just my first thoughts when I saw the strategic map with the chat (very cool way of implementing that one by the way). Im guessing the main problem is synching both games and make the interaction work from the sound of it.

But I really wouldnt mind, if one player takes the lead at the strategic map. It doesnt even necessarily have to switch. Maybe put an option in, if one player takes the lead or if it switches at midnight. I still would love to have fixed mercs for each player, but thats not a necessity.

Or maybe you have the choice to give strategic map control to the other player, whenever you want.
Lets say you have 2 players, each one has his 4 mercs. You make your decisions with your squad on the strategic map, then give the control to the other player, which does the same for his group. Whoever is in the lead can make the time run etc.
So you could still act independently, but the game would consider you one player. If thats possible.

The endresult would either way still be a thousand times better than "Jagged Alliance Online", which was a major letdown for me. The simplification bored me to death.

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