October 27, 2006 - [Register or Login to view links] is a very ambitious online project. If all goes according to plan, we'll see 24 player online games, full bot support, four player online co-operative play and a unique tiling system that enables a huge amount of unique playing fields. To learn more, we sent John Williamson, producer on Rogue Warrior a few questions. He sent back a boatload of info. Read on for tons of details.
IGN: We've been told there would be 10 different multiplayer modes. What modes can we expect? What will make them stand out from the standard multiplayer modes we've been seeing for years?
John Williamson: The big thing that makes them stand out is the pre game map tile voting system. It adds the need for a bit more strategy up front, better team co-operation. See the following questions for more in depth info on the tiles.
But to the game modes question. Almost all the game modes are built around capture points. All the variations come from how those points are captured, how many points need to be captured and the victory conditions required to win the round. There are also numerous other options that the host can set to give the greatest flexibility and number of gameplay options. (weapon limits, round duration, victory conditions, friendly fire, number of team respawns, number of Control Points, etc.) So in addition to the 200+ map tile combinations, the victory conditions and gametypes, make that number far larger. Currently, we have 12-13 gametypes we are experimenting with. The most popular so far are:
DM - Straight up Deathmatch.
TDM - Team Deathmatch
CTF - Capture the Flag variant. The team needs to move a "flag" from one capture point to another to capture it. Victory conditions can be based on number of capture points or total time capture points are held.
VIP - Only one member of each team (the VIP) can capture the control points. Each time the VIP is killed, a new VIP is chosen. Victory conditions can be based on number of capture points or total time capture points are held.
Hold and Conquer - The team must capture and hold all the domination points at the same time to win.
Squad Capture - to capture a point, the team needs more than 1 player alive at the capture point. Victory conditions can be based on number of capture points or total time capture points are held.
Capture Once - Once a control point is captured it can't be uncaptured. The team that captures the most points the fastest wins.
King of the Hill - Only the Center Tile's Control point(s) are active. Victory conditions can be based on number of capture points held at one time or total time capture points are held.
Pure Time Capture - Time points are awarded for each control point held. Only one team member is needed to capture each point. The more points that are held, the more time bonuses are given. The team that holds the point to collect enough time, wins.
Promotion - For each successive kill you get, you are awarded more points, but you obtain the most points/highest rank, by killing those who rank above you, less points for kill those below you. Goal is to be the highest ranked player at the end of the match.Demotion - One player is randomly choose as the Fleet Admiral. Everyone else tries to kill them. The person that kills the Fleet Admiral becomes the Fleet Admiral. The longer they stay alive + more kills they obtain, the more points they accrue. The winner is the person who is the Fleet Admiral the longest.
We also support bots to fill out the sides and allow you to practice off line.
The Rank icon above your head in multiplayer is based on a combination of your on-line and Singleplayer/co-op experience. To achieve the highest ranks, you need to have finished the Singleplayer game.
IGN: Where did the idea for the tile system come from for creating multiplayer maps? Will you support the community after the game is released through additional tile downloads?
John Williamson: Again, the victory conditions and game type for the match is chosen by the host, the center tile is chosen at random and is shown to both sides. Each team gets to vote on the map tile they want to start from/defend based in part on the map tile in the center, and in part on the type of game style they want to play. Only when the map loads do both sides get to see what tile the other team has chosen. Sort of a Rock/Paper/Scissors action.
We've had the idea for a few years from the hex based old board games we played as kids and wanted to attempt map tiling before, but it hasn't been technically feasible until UE3. It's a great innovation. You get your team's preferred maps as a base, and at the same time you solve map fatigue since the number of tile combinations is so large. We're having a lot of fun with them already with our internal tests and checking each one, and the various combinations, for performance and gameplay.
We can support the community after release with additional map tile downloads.
IGN: Are there any plans for a tile editor so that users can create and play on their own maps? If so, will players be able to upload and share them?
John Williamson: You read our mind, but I'm afraid not this time around. We've supported map editors in the past on our PC games. If we can find a way to make the cost/benefit ratio on our development side and the signal/noise (good maps/bad maps) ratio easier to parse on the player's side, we'd look into it.
We believe the tile system is the perfect compromise. The tiles have all been tested and vetted for performance and gameplay, but the number of combinations are so large that map fatigue should be a thing of the past. We can also provide more tiles via downloadable content, and each single new map tile, radically increases the number of possible combinations. The power of factorials and permutations.
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