dannyboi93 wrote:
- Smaller maps to accomodate a lesser player count.
-Universal Ranking, as in you rank up somewhere... it carries over to a different match. Helps so that your not starting as private over and over. Otherwise we are going to end up with some dull fights as every newcomer will be a private and no squads will be formed!
Smaller maps are needed, that's true, or at least maps that only have a couple of close-by bases in the center.
The first implementation of the online mode works very much like the single player mode, so it's the familiar sandbox where the players get to decide the initial settings for themselves. The player on the server enables the online mode on the game that's currently active in his/her game session, so the player on the server has previously started a new game (or loaded an old one) with whatever team, rank, soldier/bot count and base division settings. The clients join the game and decide which team and rank they are going to play.
In this mode the universal ranking doesn't mean much, as you get to choose your rank.
If you have player markers enabled, you can spot other human players easily in the field. For players in your own team, there are also these far markers on the side of the screen that help in navigating towards others.
I'm pretty sure more online modes will be implemented in time as we (that's me and all of you) get ideas what might be fun in the game by experimenting with the sandbox online mode. The top-down view, with the system that the player sees everything around him, tends to support more cooperative styled themes, where the AI can pretend he didn't see you yet and allows you to organize surprise attacks. Making the same thing against human players is almost impossible as they see behind their backs, which may ruin the adversary playing completely. It's not known yet though as it hasn't been tested, it might be surprisingly fun even with the all seeing eye.