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Nor does this game need multiplayer. Not every game has to be multiplayer or co-op. If that's what you want, then go play a game that already has it instead of trying to inject it into this game.
But the simple answer will be.. no, there won't be multiplayer in this game :)
Recent posts with the same question:
https://steamcommunity.com/app/644930/discussions/search/?q=multiplayer&gidforum=1290691937706747363&include_deleted=1
Link to the faq:
https://steamcommunity.com/app/644930/discussions/0/1692659135919671514/
What? Why no multiplayer? Just let it be two player co-op in the same colony. It is so easy!
Sorry. It is not easy at all. The problem is nothing related to how several players can interact in the game (such as coop, competitive, zombie team....).
The BIG issue is that the game engine and architecture must be changed in a way that TAB won't be TAB anymore. Here is the technical explanation for those who are interested.
If two or more instances of a game can be played at once, then the state of the game must be shared between all players OR the game must be 100% deterministic and synchronized.
- Sharing the State: This method works with games with a small state, like FPSs, arcades, platforms, where the game state is just some hundreds of bytes... But in RTSs the game state is very big (megabytes), and in the case of TAB it is huge because the game manages up to 20K units in real times plus all the colony buildings, colonists... (dozens of megabytes per frame) So this option is just impossible to use for this kind of game.
- Game Synchronized: In this case, the game must be 100% deterministic, so if you play the same game with the same inputs at the same time, the game behaves exactly the same. So just the commands executed by the players are shared between instances. This is how works in Starcraft, Supreme Commander or Factorio. So, what is the issue here? The performance could be 4-6 times slower. TAB has a custom engine heavily multi-thread optimized, where AI, physics, drawing, and sound runs asynchronously so everything can be executed disordered which means no determinism. Making the game deterministic means that only one single thread for logic and physics is available. We would have to change the game drastically (much smaller maps with smaller zombie populations and small swarms). Instead of 20K units in real time, we would have to change the game to just 3-4k or less. So, one of the best features of TAB would be missing...
Just check this blog post of how the developers of Supreme Commander dealt it with the multiplayer challenge:
https://www.gamasutra.com/view/news/126022/Opinion_Synchronous_RTS_Engines_And_A_Tale_of_Desyncs.php
tu me fudeo
I recall the devs said that there can be up to 20,000 enemies on screen at any time. If they went to multiplayer, they said it would have to go down to 2,000 max. This would basically defeat the niche that TAB is attempting to fill.