If you had two players, this area might double because they're not adjacent to each other. (This is how we conduct tournaments currently.) In addition to the rest of the issues regarding the campaign, the entire galaxy isn't alive at once, only a certain radius around the player. If you were competing, that's what tournament mode is for and you can send fleets back and forth. If you were able to add another player, it wouldn't alter the difficulty, just the time. Regarding the campaign, it's already a cakewalk to conquer the galaxy. Additionally, all instances would have to run at the speed of the slowest involved computer. Peer to peer connections can't reliably support the bandwidth and connectivity uptime to make this happen. Then, it would have to ensure that the physics interactions (of which the entire game is) would have to be synchronized between different clients. The scope of the campaign would have to change, the parallelization of any physics interactions would have to be coordinated between different machines, a problem that's already difficult for relatively simple games. The game was only ever intended to be a single player game. It doesn't maintain any persistent online connection, it just connects when it needs to, primarily to the wormhole server when it needs new agents and the latest fleets from your steam friends.Īdding synchronous multiplayer would require a full rewrite of the game from the ground up. There won't be multiplayer because the game is not designed to handle synchronous multiplayer connections.
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