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But what is your intuition on that - would OpenXCom be a decent multiplayer ground or would it end up as a major disappointment, taking the technical side to be done correctly? Certainly turns would last long involving some ten to fourteen soldiers on each side.
I believe each side would have to have exactly the same amount of units. This would allow to organize the game into "small turns" and "big turns". Small turns regard single character actions and activity swaps between players, while big turns would end once all the sides characters have been moved or skipped action. With the big turn being over, with the start of a new one, the action points should regenerate accordingly with the OpenXCom system.
In order to make it work, once a unit is played, it is marked as "used" and thus - without regard whether it has any action points left - is out of the selection in following small rounds until the end of the current big turn. Other way - swapping units at the beginning of the round would take a separate time-restricted phase, while the choice should be confirmed to allow the access to regular functions panel. Even though to make it simple I consider the second option unnecessary.
Since both the players have the same amount of units, the points measure could regard the employed power. Therefore special attention is to be put to properly value equipment and ranks.
I think the option regarding number of units obligatory for each player participating ought to be included in the hosting screen. It could be different than the maximum capacity of a carrier vehicle, if to employ carrier vehicles at all, even though they may be useful if blaster launchers are in play.
Maximum total number of equipment and excellence points worth value must also be settable.
The players should have the possibility to build and save their squads beforehand, just to load and possibly modify them to fit the demands of particular match.
The following advanced settings - based on latest Nightly OpenXCom version for 16 August 2016 - would benefit the experience if to include them in the hosting screen as switchable:
UFO extender accuracy
Instant grenades
Explosion height
Pistol auto shot
Gun melee
Improved heavy laser
Improved ground tanks
Improved Hi-X damage
Psionic line of fire
Allow psi-capture
No psionics
TFDF damage model
*Opponent* weapon self-destruct
*Hide* panic messages for *opponent*
Alternate movement methods
Override line of fire
Enhanced soldier sprites
UFO extender accuracy = yes
Instant grenades = no
Explosion height = 1
Pistol auto-shot = yes
Gun melee = yes
Improved heavy laser = yes
Improved ground tanks = no
Improved Hi-X damage = no
Psionic line of fire = yes
Allow psi-capture = yes
TFDF damage model = yes/no - which is more suitable?
*Opponent* weapon self-destruct = no [looting is fun]
*Hide* panic messages for *opponent* = yes
Alternate movement methods = yes, definitely
Override line of fire = yes
Enhanced soldier sprites = no
No psionics - okay, that one could be switchable
No blaster launcher - one to add as switchable as well
The question is whether tanks should be treated as units, equipment or both?
Oh great, now you've broken his train of thought.