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1) dedicated co-op town siege and defense mode, both vs AI or players - this is similar to what we had to MKW, but really streamlined to be a pure coop experience with sharing resources, units, defenses e.t.c
2) in RKW the focus of early and mid-game is on player being a mercenary captain, with a lot of fighting being in a mission or support format. Our goal is to allow players from their own campaign to take part in these battles. Sort of like a sit-in feature from other games, but it makes a lot more sense in these scenarios and players will bring their own armies. (this part will not be available right on initial EA launch)
3) Player can choose to take his campaign online at any point where he can chat and trade with other players playing their campaign, there interaction are limited to social and trading.
4) More elements we are considering adding
With that said - the coop battles is one of the biggest projects left in RKW to develop, so my best estimate is we`ll have that in by summer.
Granted this test was in March, but here is a look at the testing of Co-op/Multiplayer:
https://youtu.be/_atevqMyzWw
Our plan right now is just what we mentioned above - doing drop in battles, and events, where player can use their armies to fight with other players armies or cities, in place of AI.