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Multiplayer - 2/14/2013 4:36:04 PM   
koontz

 

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How will it work?

Hope you are planning to support more than 2 players.

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Post #: 1
RE: Multiplayer - 2/14/2013 6:36:38 PM   
Dimitris

 

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Hello,

As we have previously stated multiplayer is still under development and will appear on a subsequent release of Command. As a result some of its details are not set in stone and we may be unable to provide many details until we are closer to releasing it. Our MP design takes multiple-side situations in consideration.

Thanks!

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Post #: 2
RE: Multiplayer - 5/6/2013 12:36:21 AM   
ETF


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Great thanks so much. Most of what I find on Matrix these days are just one player games with outdated IGO UGO systems. Or just PBEM. Really is this 2013?

Glad to see though that you are 1) moving ahead with a MP platform 2) That you are considering MP designs with multiple commands for MP players. This certainly is a step a head for your publisher.


Looking forward to the release. Looks like a real winner for you guys and Matrix!!

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Post #: 3
RE: Multiplayer - 8/1/2013 11:04:38 PM   
Pax25

 

Posts: 119
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quote:

ORIGINAL: Sunburn

Hello,

As we have previously stated multiplayer is still under development and will appear on a subsequent release of Command. As a result some of its details are not set in stone and we may be unable to provide many details until we are closer to releasing it. Our MP design takes multiple-side situations in consideration.

Thanks!


When you say "subsequent release" do you mean a future patch or an expansion/new release?

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Post #: 4
RE: Multiplayer - 8/1/2013 11:17:13 PM   
Dimitris

 

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We mean a subsequent release.

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Post #: 5
RE: Multiplayer - 8/2/2013 10:50:51 AM   
koontz

 

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quote:

We mean a subsequent release.


So what plans do you have for multiplayer? Please allow more than 2 players.

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(in reply to Dimitris)
Post #: 6
RE: Multiplayer - 8/2/2013 11:19:18 AM   
Dimitris

 

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Currently we're busy with getting v1 to release status, so we'd prefer to concentrate on that.

Thanks!

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Post #: 7
RE: Multiplayer - 8/2/2013 6:42:39 PM   
Galahad78

 

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quote:

ORIGINAL: Sunburn

Hello,

As we have previously stated multiplayer is still under development and will appear on a subsequent release of Command. As a result some of its details are not set in stone and we may be unable to provide many details until we are closer to releasing it. Our MP design takes multiple-side situations in consideration.

Thanks!


That means cooperative play will be possible?? That sounds great!!

(in reply to Dimitris)
Post #: 8
RE: Multiplayer - 8/4/2013 4:37:01 AM   
JRyan


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Ah the first Multiplayer game that works...I remember those days..Dawn Patrol.......Wow..

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Post #: 9
RE: Multiplayer - 8/4/2013 6:57:30 PM   
Underfire


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quote:

ORIGINAL: Pax25


quote:

ORIGINAL: Sunburn

Hello,

As we have previously stated multiplayer is still under development and will appear on a subsequent release of Command. As a result some of its details are not set in stone and we may be unable to provide many details until we are closer to releasing it. Our MP design takes multiple-side situations in consideration.

Thanks!


When you say "subsequent release" do you mean a future patch or an expansion/new release?



quote:

ORIGINAL: Sunburn

We mean a subsequent release.


Hmm. Think I'll wait for the 'subsequent release' before pulling my plastic out of my wallet. Don't want to pay twice.

< Message edited by Underfire -- 8/4/2013 6:59:32 PM >

(in reply to Pax25)
Post #: 10
RE: Multiplayer - 9/20/2013 4:44:44 PM   
Llyranor


Posts: 217
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From: Montreal, Canada
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quote:

ORIGINAL: Sunburn

Hello,

As we have previously stated multiplayer is still under development and will appear on a subsequent release of Command. As a result some of its details are not set in stone and we may be unable to provide many details until we are closer to releasing it. Our MP design takes multiple-side situations in consideration.

Thanks!

Hi,

Do you know if co-op (2 players vs AI) is being considered?

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Post #: 11
RE: Multiplayer - 9/20/2013 7:40:35 PM   
Hexagon


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I dont think that this is a trivial thing to say "We mean a subsequent release. " as customer i dont like see this kind of replies specially because made me retreat my plastic friend specially since a serie of bad experiences with "we say one thing to attrack buyers and after they buy we change our mind".

And returning to the topic... support teamgames or teams VS AI for me is a good idea, is rare see wargames with this support maybe i can add to this my interest in a turn system if tactical AI is good enough to leave it alone without sending a Typhoon to Las Vegas to play Black Jack

< Message edited by Hexagon -- 9/20/2013 7:41:54 PM >

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Post #: 12
RE: Multiplayer - 9/20/2013 7:48:50 PM   
Dimitris

 

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quote:

ORIGINAL: Underfire
Hmm. Think I'll wait for the 'subsequent release' before pulling my plastic out of my wallet. Don't want to pay twice.


Hi Herman.

< Message edited by Sunburn -- 9/20/2013 7:49:20 PM >


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Post #: 13
RE: Multiplayer - 9/20/2013 7:53:44 PM   
Primarchx


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LOL!

quote:

ORIGINAL: Sunburn

quote:

ORIGINAL: Underfire
Hmm. Think I'll wait for the 'subsequent release' before pulling my plastic out of my wallet. Don't want to pay twice.


Hi Herman.


(in reply to Dimitris)
Post #: 14
RE: Multiplayer - 9/20/2013 7:57:41 PM   
Dimitris

 

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quote:

ORIGINAL: Hexagon
I dont think that this is a trivial thing to say "We mean a subsequent release. " as customer i dont like see this kind of replies specially because made me retreat my plastic friend specially since a serie of bad experiences with "we say one thing to attrack buyers and after they buy we change our mind".


Bad experiences from us?

If not, then why not give us a break? Why jump the gun? Why assume the worst?

To quote Scott H:



< Message edited by Sunburn -- 9/20/2013 8:00:25 PM >


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Post #: 15
RE: Multiplayer - 9/20/2013 8:05:29 PM   
Primarchx


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What you get with V1 is a fully-formed single player game well worth what they'll be charging. WarfareSims has never said that Multiplayer was a V1 deliverable and only when asked here did they mention that it might be a future release. You buy V1 and get V1. If they say there's going to be a V2 someday, fine, that's cool, when it comes out buy V2. But why would that prevent you from buying V1?

quote:

ORIGINAL: Hexagon

I dont think that this is a trivial thing to say "We mean a subsequent release. " as customer i dont like see this kind of replies specially because made me retreat my plastic friend specially since a serie of bad experiences with "we say one thing to attrack buyers and after they buy we change our mind".

And returning to the topic... support teamgames or teams VS AI for me is a good idea, is rare see wargames with this support maybe i can add to this my interest in a turn system if tactical AI is good enough to leave it alone without sending a Typhoon to Las Vegas to play Black Jack

(in reply to Hexagon)
Post #: 16
RE: Multiplayer - 9/20/2013 8:19:06 PM   
Hexagon


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No from you but after bad experiences with "changes" after release the game i use now a politic of dont put money where i dont have clear what i am going to have for my money.

And one thing is buy a game and later update to Gold edition with a small money aportation (like ROP gold) and other BUY a new game paying a full game price when only diference is multiplayer.

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Post #: 17
RE: Multiplayer - 9/20/2013 9:28:27 PM   
Primarchx


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Well, V1 is V1. If they later release V2, which is only V1+multiplayer, at full price, then feel free to complain or whatever. But until then multiplayer's a feature for another release. You can wait for it, I suppose, or buy V1 and have fun in the meantime.

Frankly I'd wonder how multiplayer would be rigged in a game like Command. I spent the better part of 4 days playing one scenario, say 16hrs. That's at my own speed, with frequent pauses and other in-house hijinx. Realistically how do you play that with 1 or more other people? Sure, you could have smaller games (30min to say 4 hr) that might work better, but this is a real-time game with time compression. It's not WitPAE with daily turns.

Also it appears that WarfareSims has built V1 with multiplayer expansion capacity in mind. Perhaps the 'later release' is a DLC after further development/testing and not a full-up game and technically not a 'patch'.

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Post #: 18
RE: Multiplayer - 9/20/2013 9:44:35 PM   
mikmykWS

 

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quote:

ORIGINAL: Hexagon

No from you but after bad experiences with "changes" after release the game i use now a politic of dont put money where i dont have clear what i am going to have for my money.

And one thing is buy a game and later update to Gold edition with a small money aportation (like ROP gold) and other BUY a new game paying a full game price when only diference is multiplayer.


Hi Hexagon.

We buy games too so we certainly understand how you feel about this.

The features that stick out in my mind are:

30+ prebuild scenarios
2 Databases (Modern DB3k and Cold War DB) with 1000's of units along with a viewer.
Scenario editor with Database edit capability
Scenario recorder with in game player.
Ability to import imagery into the game.
Slick and intuitive UI
A committed developer group and community that is interested in supporting the game and moving things forward.

Thanks!

Mike



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Post #: 19
RE: Multiplayer - 9/23/2013 12:57:34 AM   
ETF


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Curious assuming sales are good (which I'm sure they will be!!)will the MP component just be a module/DLC? Will it be stuck to the PBEM format only? This assumes you have got that far in your MP deliberations :)


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Post #: 20
RE: Multiplayer - 9/23/2013 1:11:03 AM   
mikmykWS

 

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We have some neat ideas for several major things we could do for Command including multiplayer. Our process is we need to stay on top of post release support, see what shakes out from players using the software and adjust our product plans accordingly. They will help us discover what really matters.




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Post #: 21
RE: Multiplayer - 9/23/2013 10:09:57 AM   
Hexagon


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In multiplayer i think that support team games and cover somekind of turn system (apart the real time) is the point for me.

We can talk apart this a battle generator system based in points for example that can hit to the multiplayer.

But again, maybe know if every new improvement in engine means a new game or a DLC is important for me, other thing is a full engine rework, i dont have problems when pay full price for a new game but when is the old game with a pair of features...

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Post #: 22
RE: Multiplayer - 10/5/2013 4:57:35 PM   
nukkxx5058


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quote:

ORIGINAL: Galahad78


quote:

ORIGINAL: Sunburn

Hello,

As we have previously stated multiplayer is still under development and will appear on a subsequent release of Command. As a result some of its details are not set in stone and we may be unable to provide many details until we are closer to releasing it. Our MP design takes multiple-side situations in consideration.

Thanks!


That means cooperative play will be possible?? That sounds great!!



Cooperative MP play is a must ! I can't wait !

(in reply to Galahad78)
Post #: 23
RE: Multiplayer - 10/10/2013 10:38:18 AM   
invernomuto


Posts: 986
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From: Turin, Italy
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quote:

ORIGINAL: mikmyk

We have some neat ideas for several major things we could do for Command including multiplayer. Our process is we need to stay on top of post release support, see what shakes out from players using the software and adjust our product plans accordingly. They will help us discover what really matters.



Please consider the release of "significant" upgrade like multiplayer as paid DLC or module (like the "upgrades" for BFC Combat Mission series).
I really like the idea to have *one* single release that I can upgrade to the latest version of the engine without buying the entire game again.
Please do not take the "Harpoon Way" (dozen of releases, Admiral edition, ULTIMATE edition, etc)...

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Post #: 24
RE: Multiplayer - 10/10/2013 11:29:18 AM   
nukkxx5058


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quote:

Please do not take the "Harpoon Way" (dozen of releases, Admiral edition, ULTIMATE edition, etc)


I fully agree !

Regarding multiplayer I wouldn't be shocked by a paid-for DLC.
Note that cooperative multi player games or team vs team is a must.

< Message edited by nukkxx -- 10/10/2013 11:30:02 AM >

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Post #: 25
RE: Multiplayer - 10/10/2013 12:50:12 PM   
smudge56

 

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Co op would be great. I can team up with one of you experts and help me win.

< Message edited by Blighty56 -- 10/10/2013 6:22:47 PM >

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Post #: 26
RE: Multiplayer - 10/10/2013 6:01:26 PM   
PipFromSlitherine

 

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quote:

ORIGINAL: ETF

Great thanks so much. Most of what I find on Matrix these days are just one player games with outdated IGO UGO systems. Or just PBEM. Really is this 2013?

Glad to see though that you are 1) moving ahead with a MP platform 2) That you are considering MP designs with multiple commands for MP players. This certainly is a step a head for your publisher.


Looking forward to the release. Looks like a real winner for you guys and Matrix!!

I'm not clear from your post what kind of MP you prefer, but our data shows that PBEM (specifically PBEM++) games are vastly more popular than connected MP modes. I think this is probably down to that fact that turns can be played in your own time, without worry about time-zones. And a full game doesn't require finding a solid hour/2/3 of uninterrupted time.

That said, people who enjoy connected MP really enjoy it, and so we do try and facilitate it was much as we can for game where it makes sense.

Cheers

Pip

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Post #: 27
RE: Multiplayer - 10/10/2013 6:25:42 PM   
smudge56

 

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Keep it still rts no play by email for me. I'd enjoy coop too.

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Post #: 28
RE: Multiplayer - 10/10/2013 6:47:13 PM   
PipFromSlitherine

 

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quote:

ORIGINAL: Blighty56

Keep it still rts no play by email for me. I'd enjoy coop too.

To clarify, I'm not suggesting anything about Command (the guys are best placed to work out the best MP options for the game) - just answering the assertion that PBEM was somehow old-fashioned .

Cheers

Pip



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Post #: 29
RE: Multiplayer - 10/10/2013 6:49:56 PM   
Brausepaul


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What is PBEM++?

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Post #: 30
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