MP elements without netcode

EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
No, this isn't yet another thread from someone who hasn't discovered sentence structure and correct punctuation yet.

Just me, after playing Dragons Dogma:DA. A game that managed a degree of MP interaction, without any actual text or position code passing between clients. You make your main guy, then you make a "pawn" with the same player-customization system. You manage skills and inventory for both, and the pawn levels with the main (and catches up if needed).

The cool bit is: you can go online to a main server and grab 2 extra pawns to fill out your group. And people can use yours, sending it back with rewards. Extras don't level, so you will replace them regularly.

No actual player-position code goes between clients. Just bot gear, AI-routine tendencies, and a few other numbers. Messages are created by selecting from a list, so you can't send people naughty words. You can send back a shiny object in thanks, though, and it's quite easy to compliment (or criticize) the bot performance, which can be tweaked to choose from various routines. Like a mage who prioritizes healing and teamwork, versus a mage who runs around doing other things. Both are possible to build.


As to how this could apply to SN? Well, people already build bases around the map. Bases might then be uploaded (manually? automatically?), truncated (no massive planet-filling bases), and partially/fully converted to destroyed set pieces. Then people could download bases from the server (automatically? manually?) and walk around the surviving pieces.

So you might go on, download, say, 8 "large" bases, with placement set to random. Bases further away from safe shallows might be given automatic higher priority, as most people probably build near there. Then the game creates them at their positions, with some sort of reward system for finding and exploring them.

There's a lot of blanks to fill in here, plus a server has to be maintained (DDDA generates random pawns in offline mode, they're horrible), but the upshot is, it doesn't require realtime netcode. At worst, it bloats save files, plus requires a server.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2017
    This kinda sounds like a more interactive creature/world library for the Sims or Spore -> workshop support \o/


    But than again, they have to consider Xbone and possible PS4 as well........ Do they have online mod libraries, like the Steam workshop?
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    Kouji_San wrote: »
    This kinda sounds like a more interactive creature/world library for the Sims or Spore -> workshop support \o/


    But than again, they have to consider Xbone and possible PS4 as well........ Do they have online mod libraries, like the Steam workshop?

    Shouldn't matter, it's just information added to the save file. Go online and grab packets (automatically curated to reasonable sizes and locations) probably most likely in the less populated areas. Like the capsules they wanna add, but for chunks of base.
  • SigmalxSigmalx USA Join Date: 2016-07-12 Member: 220132Members
    you guys know about the "time capsule" concept? put a message inside and its lft for others
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    Sigmalx wrote: »
    you guys know about the "time capsule" concept? put a message inside and its lft for others

    Did you notice the last 11 words of my last post?

    I'm gonna go ahead and shoot down my own idea here, though, after some thought. There's no decent way to curate chunks of base, and I doubt anyone cares about anyone else's base, AND there's no ingame reason for there to be random destroyed bases around the map.
  • SigmalxSigmalx USA Join Date: 2016-07-12 Member: 220132Members
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