Alliance: The Silent War
https://www.alliancethegame.com/community/

Multiplayer
https://www.alliancethegame.com/community/viewtopic.php?f=14&t=194
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Author:  pilted [ Thu Jun 15, 2006 3:00 pm ]
Post subject:  Multiplayer

have you guys revealed anything on how multiplay is going to pan out? like gametypes weapons how many player per server etc.
i would like to know because thats what 70% of gamers buy the game for.

Author:  Dirtyrat [ Thu Jun 15, 2006 5:28 pm ]
Post subject: 

what they have said is you'll be able to choose from the 200 or so weapons and customise EVERYTHING!

Author:  pilted [ Thu Jun 15, 2006 5:29 pm ]
Post subject: 

I WANT MORE INFO

Author:  AllianceEric [ Thu Jun 15, 2006 6:13 pm ]
Post subject: 

We're not ready to release too much multiplayer related info, though we can say that it's totally going to rock. :D

Some multiplayer specific questions are answered in this thread:
http://alliancethegame.com/community/viewtopic.php?t=38

And there's the general overview at the end of our "The War" subpage.

If you have any specific questions regarding multiplayer, I can try to answer those that are ready to be made public.

Author:  pilted [ Thu Jun 15, 2006 6:45 pm ]
Post subject: 

is there going to be new types of multiplayer modes? because i think were more than ready to have a change from the ordinary dm tdm ctf
so my question is are you maing new gametypes that have never been done yet?

Author:  pilted [ Thu Jun 15, 2006 6:51 pm ]
Post subject: 

nvm that threaad answered my question. but i do have something more to say, if you guys allow vehicles in multiplayer than this game will turn out to be just like call of duty united offensive (and thats a no no)

Author:  AllianceEric [ Thu Jun 15, 2006 8:22 pm ]
Post subject: 

There will not be controllable vehicles in Alliance. We're making a realistic infantry combat simulator and we feel that vehicles detract from that, as the game invariably ends up revolving around the vehicles. Don't get me started on plane camping. :)

Author:  pilted [ Thu Jun 15, 2006 10:00 pm ]
Post subject: 

one more question have u decided on how many ppl per server?

Author:  AllianceEric [ Fri Jun 16, 2006 9:26 am ]
Post subject: 

Yes, but we can't say yet.. We won't reveal the final number until we are certain that a normal dedicated server can handle it.

Author:  Tycan [ Fri Jun 16, 2006 12:57 pm ]
Post subject: 

in other words, a good amount of people :P

Author:  AllianceEric [ Fri Jun 16, 2006 5:16 pm ]
Post subject: 

In reality, as many freaking people as we can get it to support well and no less than 32...

Author:  Bigdaddy [ Fri Jun 16, 2006 7:40 pm ]
Post subject: 

mmm I can see this game is going to be fun to snipe in :)

Author:  pilted [ Sat Jun 17, 2006 12:30 pm ]
Post subject: 

i got some more questions.....
is there sprint?
night vision?
lets say the mpa is dark and the 2 forces that are playing is our modern army vrs the ww2 army. the modern army would have a greater chance of winning due to the technology? how will you balance this out?

Author:  TheInsideMan [ Sat Jun 17, 2006 8:14 pm ]
Post subject: 

There is a form of sprinting. Not sure on the night vision but I know it was in another thread. Like they said earlier its a what if scenario. like ww2 vs modern. To even things out you would have more people on the side with the worst weapons.

Author:  AllianceEric [ Mon Jun 26, 2006 2:25 pm ]
Post subject: 

You will be able to sprint and there is night vision in Alliance.

As for balancing, other than for any predefined loadout scenarios that we define, the servers can control exactly what the gametype will look like. You don't necessarily have to face off as two groups from different timeperiods if you don't want to.

Minute balancing between groups of vastly different capabilities will be handled by having the less powerful team have greater numbers. Regarding the night vision in multiplayer with teams from different eras, the loadouts can be constrained such that no team is allowed to use night vision in that case, or you can use daylight settings for the maps.

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