Battlestar Galactica Deadlock

Battlestar Galactica Deadlock

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Pille Sep 5, 2017 @ 4:54pm
Coop campaign?
The store page says coop. Usually, "coop" doesn't mean multiplayer skirmishes, because that's just... multiplayer. Usually you expect to play the campaign (story) in coop. Yet, I can't find any info about playing the campaign with a friend...

Any chance of getting proper coop in a patch / dlc?
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Showing 1-15 of 32 comments
Team Triss Sep 5, 2017 @ 7:07pm 
As I understand it, you can play Coop in a skirmish against the AI. That fits the usual definition of coop.

I've seen nothing to indicate a coop campaign is planned, though tbh coop here seems a letdown since you don't even get your own fleet, you just split control of a standard size fleet.
Pille Sep 6, 2017 @ 4:35am 
Well if I go by RTS standards, it's usually called multiplayer to play against each other and if there is skirmish AI in the game, you can add it to the multiplayer setup to do a comp stomp. I have never seen this called "coop" though. Same in other games - if you play Quake with friends against bots, that's just multiplayer against bots. To me, "coop" always implies that the singleplayer campaign or story mode can be played cooperatively. Otherwise every single game where you can play with another player would not only get tagged with multiplayer, but also with coop.

That's why I like to ask what the dev actually means with "coop"...
Gh0steye Sep 6, 2017 @ 6:34am 
No, coop not means coop campaigns. It is meant to skirmish because there are a lot of multiplayer games where you do not able to add computer players.
PipFromSlitherine  [developer] Sep 6, 2017 @ 8:00am 
Coop means that you and another (generally remote) player are both playing on the same side against the AI, otherwise it is usually inferred that multiplayer means players playing against one another.

Cheers

Pip
Pille Sep 6, 2017 @ 1:01pm 
Ok, definitions aside, I think you can see that a lot of people come and ask for coop - and what they are asking for is not skirmish, but coop campaign. I know I'd insta-buy your game if it had that. If you revisit that option with a dlc, you have a new customer :)
Gargantua Sep 6, 2017 @ 2:55pm 
Would be nice if there was more than 8 fleet types ALL Cylon to fight against.
Valerius Sep 7, 2017 @ 2:11pm 
Originally posted by PipFromSlitherine:
Coop means that you and another (generally remote) player are both playing on the same side against the AI,
Agreed. But he's not that far away from the good question: Would it have been that complicated to make the campaign available for a second player? I mean the multiplayer network porting is already available and it could have had a medium impact on the number of sales. I'm not complaining, just investigating and wondering.

Is there by chance any possible way that any of this is going to be part of an incoming DLC?


Off the road I'm very excited about this game's release as I always wished for a BSG strategy game to see the light of the 12 colonie's dawn, so I'm eager to get to battlestations. ;)
Last edited by Valerius; Sep 7, 2017 @ 2:12pm
Shards  [developer] Sep 7, 2017 @ 2:42pm 
Just on a theoretical tip. How would a co-op campaign work/look like? Are there any other games that you guys think do this particularly well?

It's good for us to have references to understand your desires better

Thanks!
Valerius Sep 7, 2017 @ 6:49pm 
:AGONPaper: I'm already on it. Still finishing a suggestion about this topic I'm writing on and going to report back the next hour within a new posting here.
Last edited by Valerius; Sep 7, 2017 @ 6:50pm
Pille Sep 7, 2017 @ 7:05pm 
This is assuming 2 player coop.

Basic concept:
- both players get the story together; for simplicity sake both players are adressed as the same player so you can just keep the story and dialogue, you don't have to create a new "2 player story" with 2 player personas in mind
- give each player half of the fleet to control while increasing fleet size so both players always have something to do
- increase enemy fleet size slightly to keep the balance (if impossible because you are already rendering max units, increase their strength)


More advanced concept:
- each player has his own fleet that he controls and manages
- increase enemy fleets / difficulty accordingly


Highly advanced concept:
- have 2 players / fleets acknowledged by the game's story
- include some asymmetrical aspects into the cooperation
-- this means that having 2 players doesn't simply increase the amount of player controlled ships, but that each player has to specialize his fleet in his own way. So you don't win by throwing more identical ships at the enemy, but by shaping 2 specialized fleets that complement each other. Make it so that 2 different specialized fleets are more successful than 2 balanced almost identical fleets. You could also lock one player out of certain techs / roles / perks / whathaveyou if the other player picks them. It would add a totally new layer of strategy to the game if you had to think and discuss who picks what "role" and how to complement each other.


Quality of Life aspects:
- must have: be able to save progress
- make it simple to host / join
- make cutscenes skippable if both players press skip


Examples:
Supreme Commander Forged Alliance with the FAF mod has coop campaign.

"Clandestine" is a great game for asymmetrical coop. Totally different genre though, but I still want to recommend it. One player plays the field agent and the other player the hacker. The hacker gets to view security cameras to look after the field agent, he hacks networks, opens doors, and uses drop offs to help the field agent. Your view of the game is literally a computer inferface. The field agent meanwhile is playing a stealthy shooter game in 3rd person.

One of the greatest scenes is when the field agent is trying to get past a security guard, telling him a cover story about wanting to meet with the HR department about a job offer. The field agent has to pick dialogue options like in a rpg. The security guard starts asking questions and now the hacker has to find the corresponding emails on the company server to quickly gather the needed info so the field agent can keep the conversation going. Eventually the security guard calls the office to ask if the HR department is expecting a new trainee. Now the hacker has to intercept the phone call and answer it himself.

It's as if the hacking and the running around in Deus Ex were split into two games, one for each player.


Valerius Sep 7, 2017 @ 8:40pm 
Thanks also for asking, Shards! You don't often experience devs asking for what ppl want when word comes across the coop theme. Let's have a try.

I. Inspirations
In order to synchronize our initial positions some facts/examples:


(If you wanna skip from "inspiration" straight to the "suggestions", please look for the "II. Suggestions" line far below)

In RPGs and sort of shooters there's not much space to missunderstand a coop campaign, because mostly it's playing alongside another player as a team against AI, mostly while following a storyline until it's finished.
Now in this special case/genre it's quite a bit more complicated to get a clear definition, because a lot of developers defined the word "Campaign" here a bit different, according to the type of strategy game they made. For example you've got the well-known total war series, which claims to have a coop campaign, because it has got about two different kinds of events, listed below, but no story to be typically told. It's more about reacting strategically and tactically to events than experience a story that takes you with its drive. That's because it's not a campaign they did in TW(Shogun 2, Rome 2 and squels), they're rather offering a coop 'conquest' with some campaign related events.

Back to the mentioned, two events:
  1. Rough, timeline based events, depending on the faction you're playing at the moment.
    An example: In TW:Rome2 as the faction of rome you can enter the time of civil war when the senat tries to tear your house from leadership because of its overwealming influence it has gotten lately. This happens once and in the end, if you won this war, you are able to decide if you wanna continue as a republic or forge an empire. Furthermore you can find such events within the Crusader Kings franchise, where you can find a lot of inspiration. Those devs focussed their efforts on a lot of scripting, for the sacrifice of any graphical eye candy and semi-live battles that sadly only appears as a diagram fight without being able to do fine adjustments after the battle had begun. (Crusader Kings 2) You leave the tactics alone to the leaders you promote to be general of your troops.

  2. Random triggered events that happen from time to time, like famine, drought phases and pirate raids.
    Another example: These above called events leaked into the BSG universe, we'd have situations, we witnessed in the reimaginated BSG series, like ship accidents(mainly because of civil traffics or material fatigue), supply bottlenecks or sabotage acts (we don't have those sleeper agents during the first cylon war as we know, but there are some good concepts to be found in Blood and Chrome. In that reimagined version of the first cylon war we can observe that the cylons then were very versatile too, even without having human looking counterparts to operate behind enemy lines. Again you can find such event behaviour within the complex Crusader Kings series.

We saw, what kinda secrecy had to be maintained within the colonial fleet's hierarchy to deceive the cylons and lure them into a trap as a result of the entire pilot film. That (and some other pilots' comments about the war's acutal "success") shows us the distressed urgency the fleet command was forced to act with to get a last chance to win this war.


II.a) Suggestions

In order to draw a picture about how it could look specifically like with Battlestar Galactica Deadlock:[/b]

At a glance I'd spontaneously see two ways to get this kind of game into a coop campaign, a "Simple&Quick" one (still quite some work, not attempting to gloss over the impression), adapting to a lot of things already existing ingame. This, first version should probably contain the whole single player campaign to an ambitious one that leads towards new features, options and tasks for both players alongside each other. No matter what, it would lead to some kinda long term conquest/campaign on a strategy map.

First way, "Simple&Quick":
As far as I understood the single player campaign (without knowing yet too much about it's story progress atm) so far, the fastest way for a coop experience I see, would be:
    The campaign host's options:
  • Able to build units through the mobile shipyard and add finished ships to his own or allied's reinforcement list.
  • Able to order a variable number of ships.
    The joining client's options:
  • Able to send ship requests to the host that can be confirmed by him and get - after building process - automatically assigned to his available reinforcement list.
  • Able to order a variable number of ships.

Second way, "Ambitious":
  • Bring in (persistent leveling) "Commander"/"Admiral"-characters like they exist in SW: Empire at war on specific ships.
  • Make individual abilities available for each of them, like "Find weakness", "Scout enemy reinforcements", "Deploy space mines" or maybe a passive like "Plundering battlefield" which gives you back ressources to again build/repair ships.
  • Makeing important intel lootable that tells your faction about enemy movements you hardly get to know in this game (as some players also reported, that they felt like sitting in a fog, not knowing anything about the frontlines) so that you can see strategical, hostile information like large assembly points.
  • Implementing a research function to develop some crucial aspects, because (sadly you have to say) the biggest steps forward in warfare factions always make during a war, because they're in need of an advantage quickly.


After writing and overthinking it, there appears to be a third, hybrid way:
A way, which is settled between the "simple&quick" and the "ambitious" one.
  • It starts before the single player campaign background with controls, given like described in "Simple&Quick"-way, but
  • splits in two after the first missions, when both players gain control about their own mobile shipyard and coordinate among themselves to form a more strategical than tactical ensemble (Way #1 has had a more tactical focus).
  • It may feel like you're fighting as two seperate allies against your enemies at first glance, but in fact you're part of the same faction and able to request assistance from the other front's admiral that is able to grant this demand and sends ships for temporarly or even permanent (if he can affort it) reinforcements. He also can deny this call for assistance and risk the other front to fall, for a strategical reason, ect. The important thing is, that it's his choice.


II.b) Alternate game mode


And even a fourth, totally different suggestion without the actual singleplayer campaign content as is known. An alternate game mode, inspired by various aspects of the BSG board game - "Flagship Survival Cooperation":
  • In Flagship mode you have the BSG post first cylon war situation when the galactica is running with it's remaining fleet from the cylons, after the colonie's extinction.
  • The goal is to make sure enough civilians are alive and bring the Galactica without getting the Old Lady destroyed.
  • There are ressources to be managed, so you have to scout for Tylium, Food, and most importantly Intel, about the situation and where to escape next/last. Raptors are beeing sent out after each jump automatically to search the fog of war for those critical goods.
  • Players can change the amount of civilians on a ship during a small period of silence space they can happen to find after a jump. This feature enables several tactical distraction and options, because the AI is programmed the following way:
    -- Basestars X:hromeattack:X Battlestars > Civilian ships
    -- Cylon Raiders X:hromeattack:X Civilian ships > Vipers >= Raptors
    -- Cylon Heavy Raider X:hromeattack:X Battlestars
    The cylons are therefore targetting primarly ship types, not what they're containing, so you can sacrifice an empty civ. vessle to buy some time by luring enemy ships into empty space, far away from a battle to gain tactical supremacy in battle or save the more important ships.
  • One player takes control over the Galactica, and scout raptors (searching the map for leads to jump new coordinates or material sources)
  • while the other one takes control over light cruisers/gunstars, Vipers, and (!) the civil fleet, including the mining ships, that are crucial for gaining ressources.
  • After each FTL-jump there's going to be a situation's reconsideration. If the result contains, that aren't enough civilists left, or the Galactica doesn't have any more space left to carry more civilists the game enters the bad ending-direction.
    When the Bad End event triggers, the lossy situation makes the despaired commander to send away the remaining, civilian ships out on their own to perform a final, last strike against the cylons.
  • Within that event it could happen by a percentual chance(the more the game already progressed the higher the chance), that the never before seen Pegasus appears right in the last moments to cut the galactica free once more. From there the players have a slight increase of civilians because of the Pegasus carrying some to lift their numbers to the minimum level back again, finishing the bad ending event.
  • From there the Pegasus becomes part ot the fleet, controlled by the second player. The Pegasus is not a crucial mission target.

You can also sort the named ships out and call them otherwise to make this scenario work in first cylon war work as well. A background of a fallen outpost, cut loose from fleet high command, believing that they are probably the sole survivors of humanity. That's a solution without implementing ships from the new interpreted BSG series.

Sorry; it's nearly half a book. About ten years I made a gamedesigner diploma and since then I can't stop anymore with only a short suggestion. I'm open for communications and hope to be of help! Sorry if in some cases my english seems to be a bit wonky, it's not my native; doing my best!

Thanks for your time and best wishes,
Vale

P.S.: Thank you for caring about the same topic, Pille, nice to meet someone else with that desire!

Edit: @Pille
Oh well, we sould've talked to each other before, m8. =) Didn't see yours before finishing mine, cause it really took a long time, writing it. I really like your idea, not just because we're very close to the same conclusion in the end! Because of my already pretty big post, I didn't dare yet to touch the basic functions like save/load, client drop in/out and useful little mentions like that, which can of course have a genius impact on gameflow experience and avoiding network connection workarounds. I just totally agree with you, we had the same thought, thanks :exclamationPointRed:
Last edited by Valerius; Sep 7, 2017 @ 9:12pm
Dread Pirate Sep 8, 2017 @ 11:45am 
Here's what I would like to see in a coop campaign:

Phase I - quick add-on: Support voice and/text chat. Host controls fleet movements in the war room. Client controls build and blueprint queues and recruits, trains and assigns officers.

Host can delegate control of any number of ship's in an engagement to client player in FTL insertion screen. If there is only one ship in the engagement the host can either control it or assign it to the other player. Players not controlling ships are observers.

If client drops all control reverts back to host. If host quits he can either turn the game over to client or disconnect and retain control. If host drops connection client errors out to lobby.

Phase II - campaign overhaul (probably a DLC): Rework campaign economy so that it tracks planetary status and operates on three levels: Planetary, System and Colonial.

Each planet in a system has a one slot build queue. The main planet in each system (e.g. Caprica, Scorpia) has a two build slot queue. Daidalos build queue remains unchanged. Hostile planets suspend their build queue and cannot assign new ships to their build queue while Cylon fleets are present. If the planet remains hostile for 2 turns ships in the build queue are destroyed and the resource points already spent to build them are lost.

Steadfast and stable planets contribute their resources to a common resource pool usable by any planet or Daidalos. Concerned planets contribute resources to a regional resource pool usable by any planet in the same system. Unstable planets keep their resources in its own planetary resource pool. When a unstable planet improves to concerned their resource points are transferred to the regional pool. If sll planets in a system are stable or above the regional pool transfers to the Colonial pool. When a planet's status degrades it cannot pull past resource transfers back, but all new resource income goes to the pool matching its current status.

When you expend resources they are drawn first from the selected planet, then from the regional pool and then from the entire Colonial pool. Planets can draw from their own planetary resource pool, their system resource pool and the Colnial resource pool but not from other planetary resource pools or other system resource pools. Each planet will therefore have a different amount of resorces available.

The game will keep track of where Ships and officers originated. Ships and officers from Daidalos and Steadfast and stable planets can be freely reassigned to any fleet and move anywhere on the map. These fleets will be identified as Colonial fleets.

Concerned planets will attempt to recall their ships and officers back to their home system. Recalled ships will be identified as Alpha, Beta, Delta or Gamma fleets and can only operate within their home systems. If a recalled ship is in a Colonial fleet without an officer the recall is automatic and the ship will detach and start jumping back toward its home system. If a recalled ship is in a fleet with a officer from a different planet the ship will have a chance of mutiny based on officer's rank with more experienced officers having a better chance of retaining control. Ships that mutiny detach and start jumping back toward their home system. If an officer from a concerned planet is commanding a ship from a different planet he will attempt to order the ship to detach and head to his home system with more experienced officers having a better chance of taking the ship back to his home system. Ships recalled to their region will be identified as Alpha, Beta, Delta or Gamma fleets and can only operate within their home systems while their home planet remains concerned.

Unstable planets will attempt to recall their ships and officers back to their home planets in the same manner that concerned planets attempt to recall their ships and officers. Ships recalled to their home planet will identify as PDF (Planetary Defense) fleets and cannot leave their home planet while it remains unstable.

Planets that leave the Colonies will sue for peace with the Cylons and disband their recalled ships and dismiss their recalled officers.

In a coop campaign you could have up to five players each controlling one or more systems and one player controlling Daidalos/Colonial fleets. Each system leader would then control their own resources and build queues and can choose to give some of their resources from stable and steadfast planets to other players each turn. They can also assign ships and officers from their steadfast and stable colonies to fleets controlled by other players.

In a five player coop campaign the Daidalos player would be dependent upon resource contributions from the other players.

In a coop campaign battle each player controls the ships in their own fleets and can choose to assign control of any of those ships to another player for the duration of the battle in the FTL insertion screen.

This will probably require new income values for each planet. While you are at it, I would make each planet's bonus available whenever the planet is garrisoned by a fleet with an officer and rebalance those abilities as necessary.

The overall goal of this campaign would be to retain control of the Colonies and defeat the Cylons before they force a majority of the planets to withdraw from the Colonies.

These proposed changes would make for a very deep open ended strategy layer for the campaign independent of the story mode.

Last edited by Dread Pirate; Sep 8, 2017 @ 12:16pm
Pille Sep 8, 2017 @ 1:15pm 
Same thing happened to me ƔALERIUS, I didn't see your reply before I posted mine...

I'm glad to see there are more people passionate about "proper" coop! I also like your ideas and hope we might get an update or DLC :)
Gubernacht Sep 8, 2017 @ 2:31pm 
Originally posted by Shards:
Just on a theoretical tip. How would a co-op campaign work/look like? Are there any other games that you guys think do this particularly well?

It's good for us to have references to understand your desires better

Thanks!
One game that has an outstanding coop campaign, actually 4 of them, is Wargame Airland Battle...now I think how it would work best in Deadlock is that if there was an open ended campaign, maybe with objectives like hold Caprica, or Capture Libran, or something maybe having where you are each responsible for building up your fleet etc.
DeviousDave Sep 8, 2017 @ 3:28pm 
One possible way in the current campaign would be to have Scorpion shipyard be a 'second' Daidalos which the second player builds fleets at for slightly less tylium and time than at the Daidalos, the caveat being it can't move so it can't run away from the Cylons requiring it to be constantly defended by a fleet (or two)

If either Scorpion shipyards or the Daidalos is lost then both players lose.

You could also have it so that you could combine fleets from both players, so if both players have a fleet in contact with the same mission/cylons or the Cylons attack a fleet where another is present from the other player then both fleets take part in the battle with the difficulty adjusted to fit. (Cylon reinforcements)

infact main missions could require that both players have a fleet present (too many Cylons for a single task force)

If both players are in combat with different fleets then you could have both battles play out independantly.

If one player is in a battle while the other isn't then the player not in combat has the option to watch how the conflict plays out or take command of a reinforcment group made up of the ships from the closest fleet that the observing player owns that jump in 'x' number of turns after the combat starts based upon how far away the closest fleet they own is (the watching player has a big red button they can press to summon reinforcments).

The Cylons can detect this signal and can call for reinforcments of their own (not guaranteed they will) if the players use it so caution is advised incase the Cylons reinforcments turn up quicker than the Colonials.

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Date Posted: Sep 5, 2017 @ 4:54pm
Posts: 32