Multiplayer ideas
aeroripper
Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
I know multiplayer may never be a thing, but I was thinking of some ideas anyways:
Coop
- They're 2 (or more?) destroyed escape pods that start some distance apart
- Players can collect things together to build stuff faster.
- You can dock your cyclops with another cyclops VIA a docking port. Then you can travel freely between both subs while attached. This may be useful when you're exploring the dark depths and resources are scarce.
- Shared defense. Because 2 are better than 1. Difficulty of monsters may have to be adjusted.
Not sure if PvP would work well in this game. It seems to scream coop to me.
Coop
- They're 2 (or more?) destroyed escape pods that start some distance apart
- Players can collect things together to build stuff faster.
- You can dock your cyclops with another cyclops VIA a docking port. Then you can travel freely between both subs while attached. This may be useful when you're exploring the dark depths and resources are scarce.
- Shared defense. Because 2 are better than 1. Difficulty of monsters may have to be adjusted.
Not sure if PvP would work well in this game. It seems to scream coop to me.
Comments
At this point in time though, I think they should wait until a little more content is added. As of right now, multiplayer would do little more than speeding up the exploration process, and aiding you in monster attacks.
Although, if this game releases without some sort of multiplayer, I think that'd be a huge loss on their part. Subnautica isn't the first fully underwater based game, but it's the first that's actually putting a big emptiness on both exploration and crafting with the care and attention to good gameplay that we've seen from ns2.
However, if multiplayer does become a thing, suit customization would be sweet, and gender selection would be a must.
Observing the behavior of other creatures could be a hint at the required actions. Two stalkers herding a school of Peepers into a ball (like dolphins) and then taking turns eating them could demonstrate the use of cooperatively herding fish into a gravsphere trap...which in turn could evolve into to distracting a giant dominant creature with a ball of fish while the other guy sneaks into the nest to retrieve copper that species uses as lining. Or eggs for an other-worldly omelet.
The pilot/gunner is a popular cooperative mechanic that could be adapted to this environment. Perhaps an area where electrifying squid are attracted to the cyclops and one player needs to dislodge them with something...it could be a super resistant compound (made from a species opposing the electric squid) that renders their shock abilities inert, or providing a surplus of energy that would make others attracted to the attacking squid instead.
For some reason a super electrified squid disco ball of light, which attracts others of it's species with a mating disco dance is funny to me. Hmm...that's it. The electric squid behavior is to attract mates with a high current of electricity. They are instantly attracted to the Cyclops because of the electricity they sense. The player could use extra batteries to overload attackers with electricity and cause a distraction / dance-off. Okay maybe that's a bit too much...but the real depth to cooperative gameplay could be more complex behavior from the creatures.
The most successful cooperative gameplay requires communication and planning. The challenge must demand timing and preparation to avoid glory-mongering or fifth-wheel syndrome.
Somehow, I like the idea of Rocket Raccoon in a swim-suit, or am I just crazy?
going off in another direction, perhaps a small landmass, an island filled with extremely tough creatures that the survivors would have to eventually kill by first gathering and building equipment they find in the depths to eventually conquer the island to build an escape shuttle upon it.
If co-op were to be added, it wouldn't need anything different from the current rules. Each mode would play the same, but you would have two people to collect the resources for, as well as two people collecting. The scale would be fine.
The problem comes adding the network code, because, as a single-player game, subnautica doesn't need a networking component, but as soon as you add co-op, this then becomes a factor, as well as the additional 'server' code required.