sven wrote:The core engine is designed to eventually allow multiplayer -- in fact, the hooks that I've built up for the purposes of AI development would make enabling a hot-seat multiplayer mode pretty straightforward. The bigger challenges I see in multiplayer have to do with pacing and balance. We'd need to think carefully about issues like whether or not to enforce a time-limit on player's turns, and how, exactly, to manage the complexities of simultaneous turns.
Arioch wrote:Multiplayer is still on our list of things we'd like to do, but currently it's pretty deep in the list. I think it presents some significant challenges in terms both of coding and game design, since turn-based 4X games are inherently multiplayer-unfriendly due to the length of games, and I'm concerned about making changes that might negatively impact the single-player experience. That said, they would be interesting challenges.
Arioch wrote:Don't have a target release date at present.
zolobolo wrote:Have you decided if a defense rebalance would take place together or prior to the DLC?
I mean the one regarding reducing the number of defensive weapons for bases and planetary defense slost but giving them longer range (and ideally unique art to set them apart and make sieges more interesting)
Arioch wrote:I'm not aware of any such planned rebalance of the defense bases.
nathanebht wrote:I remember people asking for double the range on the weapons placed as planet defenses. Think I asked for an added shield slot.
Think there was also a discussion about having heavy weapons on the defense stations. But some problem due to them rotating.
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