what’s your concept of multiplayer ?
Not like you’d get it anyway, because you pirated the game.
good one Micro
k lol
Don’t be like that. Maybe he is asking because he is interested in buying the game in the future.
25$ is not the same for everyone. For some people it’s a lot of money.
Yes, but he denies pirating it and has the nerve to come onto the forum acting like he purchased it.
…leaving aside the question of piracy…
If I recall correctly, the old multiplayer game was similar to the old tutorials: there was a list of restrictions, a list of scored attributes, and a time limit, and the goal was to make the best engine (I think it was engines only) according to those criteria within the time limit.
A suggestion I heard - and it seems a plausible one - is that the new multiplayer will involve the market demographics (or similar) … I don’t know what the plans are.
Well, what you describe is of course the “there is no tycoon part yet” multiplayer modes we plan on adding proper campaign multiplayer with up to 8 players competing against each other.
Oh, awesome!
Have you given thought to format? I could easily imagine having something akin to the different modes you see in chess games: untimed (year advances when all players have entered their moves), blitz (year advances every 30 minutes or when all players &c. - presumably with the option to pause the clock in case the game goes long), and postal-style (year advances every day/two days/three days/week or when all players &c.).
Edit: That said, even if you have the campaign mode multiplayer, one-off build challenge multiplayer would probably still be pretty cool.
There are of course heaps of different variants we have thought of. The game being pausable realtime helps with that too, it means things can play out in a turn-based fashion or in a realtime fashion. We thought of all kinds of modes, too, but it doesn’t do much good discussing those things while they are so far away from being implemented, because that time is better spent on the current issues.
Of course there will be the “plain” car design and engine design multiplayer modes too, even a racing mode with randomized tracks is planned.
Turn base multiplayer seems like a good option.
Could leave it to the player that host the option to chose the dates and the time per turn, each turn being one ingame year.
Could even have a remote multiplayer option where the players join the game it keeps simultating even after they left. For example, having 1 turn per day where you log in to do you stuff for the turn and then log out. This allows for people to take their time and faster players can play several games at the same time.
There could even be a smartphone App to check the game stats on you phone. For example, this game you are in is on the 1989 turn, you lauched a new line-up in the previous turn of 1988 and you just want to check how the numbers are doing. Just check the App. And it could use notifications to let you know when your competitors launch a new product.
That sounds complicated. Something like email notifications that include turn summaries would accomplish most of that, though.
Totally right. Many turn base games use that already.
Just mentioned an App because that is the new trend.