FTL Multiplayer

General discussion about the game.
cholmes150
Posts: 1
Joined: Sun Jul 20, 2014 11:56 pm

Re: FTL Multiplayer

Post by cholmes150 »

I would like a gamemode where one person controls half of the ship, and the other controls the other.
So if somebody owns the weapons system on their side, they control all weapons.
However you can send crew to any part of the ship you want, as long as they start on your side.

It would make FTL even more of a challenge, not being able to cloak or fire when you want.
liammail06
Posts: 1
Joined: Tue Jul 22, 2014 10:48 pm

Re: FTL Multiplayer

Post by liammail06 »

It could be an interesting gamemode for one person to play as the flagship and the other to try and beat it in that form. say maybe the one fighting the flagship gets to customize and ready up and then fight. the type of PvP gamemodes could have some sort of arena-style background
CoryStarkiller
Posts: 54
Joined: Tue Apr 08, 2014 12:37 am

Re: FTL Multiplayer

Post by CoryStarkiller »

I would like to see it being compatible with any of the other FTL mods, assuming that both people have them installed.
swumprat
Posts: 1
Joined: Tue Jul 29, 2014 1:36 am

Re: FTL Multiplayer

Post by swumprat »

I would love to see something like your playing through single player but if you have a box ticked you can encounter random players and then both of you choose how to react like say i come in contact with some random who seems to be doing bad i could attack them or give them some stuff. What do you think
Millumi
Posts: 1
Joined: Mon Aug 11, 2014 4:52 pm

Re: FTL Multiplayer

Post by Millumi »

There are a few ways I could see the concept of FTL going into multiplayer...
Co-op
For co-op, you could have two ships fighting together, and be balanced by some factors: shared resources, double fuel cost, etc. Maybe have some events which separate you from each other, and you meet again at quest beacons. Or even have that be optional so you could meet at any point.
While together, you could also add in some disadvantages such as the fleet moving in slightly faster.

Versus
PvP could have a few options, like having a map where there are bases in the middle, and you have to capture the other teams base by staying there a few turns, it could be structured like a game of Dota having repair stations and shops near team edges, which only work for respective teams.

Race
Same map for multiple players, you have to get to the end in the least amount of jumps or time to beat the boss before the other guy.
LunarEklipse
Posts: 1
Joined: Tue Aug 19, 2014 4:42 am

Re: FTL Multiplayer

Post by LunarEklipse »

Take a series of sectors (9 or so) and put each player on the end of each one. They must work towards each other, fighting enemy ships, earning scrap, upgrades, weapons, etc. through those sectors. There is no rebel fleet rushing them, but a faster player can cover more ground and earn more items. When they run into each other in the same sector, they will be locked in it, and when they meet at the same beacon, they battle to the death with what they have. It gives them a chance to prepare and be forced to work with what their luck brings them.
MoblinMan
Posts: 10
Joined: Fri Jul 25, 2014 3:39 am

Re: FTL Multiplayer

Post by MoblinMan »

CoryStarkiller wrote:I would like to see it being compatible with any of the other FTL mods, assuming that both people have them installed.
It was stated earlier in this topic that this is technically an FTL re-write rather than a mod of the game, so I doubt existing mods for real FTL will work with this multiplayer project.

That all being said I'm surprised there aren't any other FTL clones out, especially ones with multiplayer.
TheOriginal28
Posts: 1
Joined: Fri Aug 22, 2014 6:52 pm

Re: FTL Multiplayer

Post by TheOriginal28 »

I don't know if this has already been said but I would like to be able to play a co-op gamemode if that's possible.
kralosek
Posts: 4
Joined: Sun Aug 24, 2014 5:07 pm

Re: FTL Multiplayer

Post by kralosek »

Simultaneous fights. all players jump systems at the same time:

I just want to say this is a beautiful idea and hope you are still working on it!!

That being said, I think the core game mode should be simultaneous play, but when you jump between systems it almost becomes turn-based. So, everyone has to complete what they want to do in one system and everyone clicks "ready to jump" before anyone moves or waits. The team could keep a co-op fleet together for battles like the 5 on 5s that others described, but there could also be quests and reasons to split up to do simultaneous missions. This system would be both co-op- and pvp- friendly. The only flaw would be waiting time in "store" locations.

I'm not sure if mass battles should be 1 on 1 with the same text FTL has about "jump away before other ships show up!". If you (or the computer) decided not to jump away, only then would it become 2v1.The flavor text seems to read that each beacon point is huge, like a solar system. It would make sense for 5v5 battles to start spread out.

Another option would be to add some pilot control options:
- "close distance with a 2nd ship"
- "close distance with a friendly ship"
- "keep away from other ships"
- "try to disengage"
These would reduce your Evade Percentage. The flight path would become much more linear and so you would be an easier target. "close distance" would disengage from current target unless they're actively trying to stay with you.

Throw on some sensor readings for closest secondary target:
- "none in system"
- "in system" (would give you time to loot)
- "in sensor range" (would not give you time to fully loot. They could blow up your first kill if they turn their back to you)
- "in missiles range" (or lasers? drones? I don't know which one would be farthest reaching)
- "in full combat range!"
Your pilot control options would dictate distance from opponents.


-K.


PS: Best battle sequence I've ever seen in any movie, game, or otherwise: I'm fighting off a boarding party while taking heavy hull fire in a nebula. Finally destroy the enemy while venting o2 to take out some mantis in the cargo hold while I Kill off the last 2 boarders. trying desperately to repair while fires get worse and worse. All systems are red. watching O2 tick from 40 to 30% while fires rage in every room. One crew rounds a corner to see the last boarder emptying his laser cannon into my shield generator. He's at full health. I don't have one guy over 20% health. Medbay is down, door system is down, sensors are all scrambled, and i can't get control of the fires anywhere (except in the shield room). I finally get O2 back online which lets me get medbay online. The dude's destroyed shields and moved on to toast the engines. I finally mount an offensive and take him down. Somehow I didn't lose a single guy in that fight.

TL/DR: simultaneous fights. all players jump systems at the same time.
JohanBleoak
Posts: 1
Joined: Wed Sep 10, 2014 4:06 pm

Re: FTL Multiplayer

Post by JohanBleoak »

Simultaneous fights. all players jump systems at the same time:

I just want to say this is a beautiful idea and hope you are still working on it!!

That being said, I think the core game mode should be simultaneous play, but when you jump between systems it almost becomes turn-based. So, everyone has to complete what they want to do in one system and everyone clicks "ready to jump" before anyone moves or waits. The team could keep a co-op fleet together for battles like the 5 on 5s that others described, but there could also be quests and reasons to split up to do simultaneous missions. This system would be both co-op- and pvp- friendly. The only flaw would be waiting time in "store" locations.

I'm not sure if mass battles should be 1 on 1 with the same text FTL has about "jump away before other ships show up!". If you (or the computer) decided not to jump away, only then would it become 2v1.The flavor text seems to read that each beacon point is huge, like a solar system. It would make sense for 5v5 battles to start spread out.

Another option would be to add some pilot control options:
- "close distance with a 2nd ship"
- "close distance with a friendly ship"
- "keep away from other ships"
- "try to disengage"
These would reduce your Evade Percentage. The flight path would become much more linear and so you would be an easier target. "close distance" would disengage from current target unless they're actively trying to stay with you.

Throw on some sensor readings for closest secondary target:
- "none in system"
- "in system" (would give you time to loot)
- "in sensor range" (would not give you time to fully loot. They could blow up your first kill if they turn their back to you)
- "in missiles range" (or lasers? drones? I don't know which one would be farthest reaching)
- "in full combat range!"
Your pilot control options would dictate distance from opponents.


-K.

TL/DR: simultaneous fights. all players jump systems at the same time.
GIVE THIS MAN A COOKIE!!! maybe a minute or so after the other players jump the other players are forced to jump, and everyone has beacons seeing which of their teammates are where on the map. only after all players jump or are forced to, does it RNG for the event. Definitely include EVERYTHING kralosek said.
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