Multiplayer Campaigns
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Multiplayer Campaigns
I was just wondering (for the nth time) about multiplayer Wesnoth campaigns.
Now, I want to be clear that this is NOT the idea that was shot down on this forum a while back -- I am NOT suggesting a campaign where two humans fight against each other and move around depending on who wins.
What I would like to see is a cooperative campaign: something much like the standard game campaigns, except that there are two (or more?) human players playing as allies against the $FORCES_OF_DARKNESS (ie, the computer). For instance, maybe a Dwarvish-Elven alliance trying to defeat a massive Orcish incursion...
Thoughts? I think this could be a lot of fun.
Daniel
Now, I want to be clear that this is NOT the idea that was shot down on this forum a while back -- I am NOT suggesting a campaign where two humans fight against each other and move around depending on who wins.
What I would like to see is a cooperative campaign: something much like the standard game campaigns, except that there are two (or more?) human players playing as allies against the $FORCES_OF_DARKNESS (ie, the computer). For instance, maybe a Dwarvish-Elven alliance trying to defeat a massive Orcish incursion...
Thoughts? I think this could be a lot of fun.
Daniel
i think it might be fun. i guess you could write a good one, and that might be enough to convince dave to add support for it.
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I do like the idea, and have thought of various ways to support it.
The biggest problem at the moment is there is only one global recall list -- not a recall list for each side.
Another problem is that most people who write campaigns want their campaigns to be played by the most possible people. Writing a multiplayer campaign is likely to reduce the audience to 10-20% of that of a single player campaign.
Possibly we could start off with a 'random' multiplayer campaign.
David
The biggest problem at the moment is there is only one global recall list -- not a recall list for each side.
Another problem is that most people who write campaigns want their campaigns to be played by the most possible people. Writing a multiplayer campaign is likely to reduce the audience to 10-20% of that of a single player campaign.
Possibly we could start off with a 'random' multiplayer campaign.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
I can only speak for me, but: I write campaigns for myself, not for other people.Dave wrote:Another problem is that most people who write campaigns want their campaigns to be played by the most possible people. Writing a multiplayer campaign is likely to reduce the audience to 10-20% of that of a single player campaign.

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i thought the developers shot this idea down to
some of us mp map peoples could band together and work on it
some of us mp map peoples could band together and work on it
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support
If there was support for it, I'd learn WML to make one.
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AT- "That sounds like more trouble than it's worth."
Nope. I've always supported this idea, and I've never heard of a developer who is opposed to it.Stosswelle wrote:i thought the developers shot this idea down to
some of us mp map peoples could band together and work on it
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Actually - if the co-operative players are both play the same race/faction then having to work together and recall from a common pool might actually add to the interaction and team-work. Player A has their only white mage killed in one scenario, Player B then advances a Mage, and next scenario Player A uses the new White Mage.Dave wrote:Sure. We have to re-code it to make a recall list for each side.Condor wrote: Isn't there a way around the recalling?
Just musing aloud...
I think it is better if allies are not too closely connected... same reason that allies should not be able to send each other gold.wobbegong wrote:Actually - if the co-operative players are both play the same race/faction then having to work together and recall from a common pool might actually add to the interaction and team-work. Player A has their only white mage killed in one scenario, Player B then advances a Mage, and next scenario Player A uses the new White Mage.