奥拓星球 / Autonauts

奥拓星球 / Autonauts

Autonauts Workshop
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Dawnseeker 2020 年 2 月 10 日 下午 9:14
Multiplayer ADD IT NOW!!!!!!!!
Just add it!
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正在显示第 1 - 4 条,共 4 条留言
Dawnseeker 2020 年 2 月 10 日 下午 9:14 
come on devs
Coleman 2020 年 4 月 25 日 上午 9:18 
I'm going to expand on this. I would like competitive multiplayer. I would play this game for years.

How would that work?
1) When creating a game the host could set a goal: [Examples: Colonization Level 2-6, 1-10 Million Wuv Generated, First Completed Structure/Vehicle: (Steam Engine, or literally any structure/vehicle ((Like Wardrobe, calling you out bluecheetah)), First to sacrifice 100 Sheep to Ziggurats, Destroy 100,000 anything with Mythical Stone Heads and Besom Brooms, ect.). A player count, a map size, and a max game time. Goals, player count, map size, and max game time will be what shows in a list of open games but private games (friends only, or password) should be options as well. Players join and ready up like in other multiplayer games.
2) Nobody sees the map before landing they just know the size (I guess the host could decide if the map is shown in the lobby or if it is hidden). Players all land in different parts of the map. They cannot interact with other player's bots or structures but everything else is fair game.
3) Not sure if this is a good idea or not but a stronger fog of war for unexplored areas could be an option. Pitch black for unexplored areas instead of less detail and darker like in single-player.

This could lead to some silly strategies. You could make bots that just take logs from where another player is clearing trees, steal wuv generated from their colonists. Complex walls around the edges of your area could slow/prevent or dissuade players from doing this to you. You could build awkward walls where another player is trying to work. You can pick up and move other player's bots but this is as awkward and slow to do as in Single-player. One bot at a time but it might be necessary if someone sneaks just one of their bots into your area to cause havoc.

You'd need to add some new rules to help this from going too crazy:
1) If you build a floor or path then other players cannot build or move structures onto those spots. This would make floors, paths, and walls even more important than in single player as you'd need to zone areas with your own floors and paths to prevent players from disrupting your base and to claim area. You could wall other players and their bots off from your area entirely if quick enough with putting walls/fences down.
2) You could add a radius around the player's controlled character that they are allowed to manipulate at any given time instead of allowing control over the entire map like in single-player and/or a maximum amount of pending blueprints so someone couldn't just cover the entire map with their own pending floor. A radius would also help prevent players from sneaking bots into other players bases to disrupt with later (If you can only reprogram your bots that are in a 20x20 area around you and your opponent builds their base in such a way that you can't get that close to your bot then that bot would be uncontrollable until you get your bot database built. The bot database would allow reprogramming anywhere on the map when interacting with it so opponents will need to pick up and move your bots out of their areas eventually.
3) Players and their bots can only go through their own doors/gates. As mentioned above they can only interact with their own structures. Again this makes many things more important. Other players can't come milk your cows if they go to your crude milking sheds (Although, shouldn't you be fencing and gating them in anyway?)
4) You might need special spring spaces that always replenish water and salt water around them because players might go a bit too crazy with buckets and dredgers. Similarly I know there is code to know how many of an animal is penned so if all of any animal is penned they'll need to generate somewhere not under player control so that you can't just be cut off from cows/chickens/sheep forever if you're too slow to get some under your own control.
5) You'd need some portions of the map that are immune to blueprints. A small area around any critical resource probably. This would make finding coal/iron early and putting something near them to prevent other players from walling them off from you important. It's no fun to make winning completely impossible. Still players need to be able to concede before the timer is up if they choose. Someone could still quickly enough fence off every resource if they are experienced at this and others aren't thinking about it.

Someone wins when they reach the goal or when time runs out a system could be in place to give the win to whomever progressed towards the goal the farthest.

This would be a ton of work and I'm sure there are things I haven't thought about but I might die from happiness if I could be doing this.
最后由 Coleman 编辑于; 2020 年 4 月 25 日 上午 10:15
Neemys 2020 年 4 月 27 日 上午 11:13 
Nah, I can see the interest for coop multiplayer, but competitive ? Moreover that would take so much time to make it viable that I prefer development time being spent on other much needed feature.
最后由 Neemys 编辑于; 2020 年 4 月 27 日 上午 11:14
Dawnseeker 2020 年 7 月 16 日 下午 11:35 
coop and compitve would both be nice
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