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Raptor_Pilot

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  1. I think the best implementation for multiplayer in Xenonauts would be a cooperative/competitive campaign.

    I really did hate the multiplayer in XCom: EU, it felt like an afterthought, bolted on after the fact, and not representing a core game feature. Why did I spend so much time building an awesome squad of troops in single-player, only to have nearly zero customization options in multiplayer? - Me

    In keeping with the Cold War theme, one player would lead a NATO-based Xenonauts, while the other player would lead a Soviet one. Players would both be working to defeat the Aliens, but would compete with each other to gain resources and funding/influence.

    In combat, one player would control their own forces, while the other player either controls their own troops if both attacked a crash site together, or controls the local forces present on the map. You could also make more local troops show up after the battle starts, either to evacuate civilians, or to assist the Xenonauts if they're getting their butts kicked. I don't know how many times one of my missions fell to pieces, and I've asked myself "It sure would be nice if the Marines showed up right now".

    The presence of local forces arriving as reinforcement could be modified depending on the diplomatic influence or support they receive from the region in which the combat is taking place. If no local support is coming at all, then the second player could always function as the Opposing Force, and control the Aliens.

    The idea of local forces arriving would also help address the "Strategic Scale" thread, but I'll need to read that thread thoroughly before commenting.

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