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Fps Multiplayer


kerraig UK

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OK, so 1 Vs 1 on a good map (see Q2DM1 - The Edge) has a certain quality to it.

But yes, team games are certainly a sign of a "mature" online community.

4v4 CTF

8v8 UT Assault

16player Co-op though, eh? That used to rock in Unreal :P

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but the game was ruined by the fucking medic class and grenade jumping, being poisioned was officially teh suck and when you get a noob who runs into spawn to keep getting health packs and infects everyone.

Conc jumps you mean :P

Medic is ace, especially concing from the bottom of the flag room in the Well past everyone. :)

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I'm inclined to agree with this, most decent team games I played were on RTCW, and it did get overly manic with 16 players. Having teams of 4 on 4 tended to produce tighter and more competitive games with better teamwork.. maybe remembering the names of 7 other people is just too much for me

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On live if the noise from other players on the team is too much, you could have zones surrounding players and you can only hear team mates if they fall within that zone - a simple graphic on screen could show which of your teammates are in your zone. You could have also have one player, the commanding officer/radio operator class able to talk to all players and co-ordinate attacks.

???

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On live if the noise from other players on the team is too much, you could have zones surrounding players and you can only hear team mates if they fall within that zone - a simple graphic on screen could show which of your teammates are in your zone. You could have also have one player, the commanding officer/radio operator class able to talk to all players and co-ordinate attacks.

???

Slightly OT, but Steel Battalion:LoC does something similar, you'd switch radio frequencies depending on who you are talking to, but in one mode it's "anyone within 2km".

Obiously in a normal game switching radio frequencies means going into options and things, SB obviously has a whole stack of buttons (and a dial) for this on the controller

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Trouble with that is if you want to launch a concurrent attack from both sides of the map. If you are out of range, then it would not be possible to organise it.

True... but that would be the purpose of the 'commanding officer', who would be able to speak to all players. I'm not saying that it's a solution for all games, but it's an idea.

Certainly if consoles are to get MMOFPS's like those on the PC something needs to be thought of.

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For those looking a good , team based Squad game, grab Wolfenstein: Enemy Territory, a free 250MB d/load, based to the Q3/RTCW engine.

This game is definately the best Objective based FPS out there.

(takes the UT Assault/RTCW team based antics and ramps them up!!)

Each team has 5 classes with uniquie abilities. (medic / Engy / Covert ops etc) Your players 'stats' and abilities grow over a 3 map campaign (upto 1 1/2 hrs) and are wiped clean for the next campaign - its a mini MMORG

Granted, it suffers from the same problem on Public Servers that all FPS games do (fuckwits) but teams can be split up into 'Fireteams', with Icons above your buddies player models and Group / team / fireteam chat so that communication in game can be useful for a change.

Ive been playing it since the day of release and ive probabably played this game longer than any other game my entire life, its a breath of fresh air. I can jump on a server, with 5 of my buddies from work and dish it out long ionto the night..

I thoroughly reccomend this game to anyone with a passing interest in Team based / WW2 / action games :twisted:

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I agree with with the communication and tactics.

My and my mate Jon pissed all over another 4 people on Halo CTF. We just overwhelmed them and if they got their fingers out, they could've got our flag while we were attacking but they were running around like muppets.

Ghost recon on Live in small teams was always good due to the communication and more thought in it. That's why I prefered it to Unreal in general.

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