* (2e) Build some maps where the players can determine the starting locations, both for the two opposing teams relative to one another and also for the starting positions of the individual players on each team. * (2d) Auto-download (or at least a pop-up box asking for permission to auto-download) for real custom maps produced in Galaxy Forge) and mods They're just simple text files and would download to people instantaneously. 10 isn't a good game type, there's nothing stopping people from just playing 7 on 7 or 5 on 5. * (2c) Allow for games of up to 10 on 10 if it's technologically feasible. * (2b) An optional skill-based matchmaking functionality. I've always felt that it was a great game that could become "the next Starcraft" if done right. Sins barely scratched the surface of its potential for online multiplayer, which is a shame because it's unique among RTS games in not being a button mashing APM-based clickfest. (2) Robust and competent online multiplayer functionality. It's just that the basic game play - the tried and proven winning formula - needs to stay the same. That doesn't mean that another race or two can't be added or that more planet types and logistical and tactical structures can't be added or that the tech tree can't be expanded, etc. The best way to screw up the sequel to a successful game is to start messing around with a winning formula. (1) Make few if any changes to the basic game play. I maintain a running wishlist that I update and can copy/paste whenever the subject invariably comes up (again and again) in various places:Ī pro player's wishes for Sins-2 (aside from the obligatory engine optimizations, 64-bit, multithreaded, etc.) not necessarily in order: Originally posted by Unikraken:What would you like to see in a Sins2?
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