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multiplayer 'crews'

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ops    104
has anybody an exemplar of a 'crew' based multiplayer ? imagine. a main battle tank, a b1, the millenium falcon are all craft that require a crew to operate. are there any examples of a game that has actual humans, networked, operating those crew stations in co-operative action ? against othr teams ? ata lan party ?

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Boku San    428
Tribes 2 is often heralded for its innovative, though still practical, reliance on teamwork in multiplayer. This reliance involved such constructs as several vehicles that not only included, but *required* multiple participants to function well. The best players were not those able to master the spinfusor, but those able to master command over anonymous crews on the internet to make vehicles that, commanded singly, would be near inoperable, but, with a competent commander and crew, would become capable mobile frag machines.

...God why did they have to put the CD-key on the jewel case?

(upon rethinking your post, I have to change my answer to a "Not AFAIK" -- I've seen a few things that require cooperation, but not at the scale of the multiple roles found in, say, the Starship Enterprise)

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Michalson    1657
The two main obstacles that impeed such a system ("crews" have been down in a number of games, mainly mega multiplayer FPS games like Tribes and Battlefield 1942) would be:

Communication/Anonymous players:
To control a single vehicle there needs to be a lot of cooperation. This requires a good means of communication and usually some form of command structure. While this can work out of the box for teams that know each other, anonymous players pose a big problem. They may not take orders, may not be good at their job, or may be a grief player, intentionally sabotaging the team.

A game centered around crews needs to prevent any one player from intentionally/unintentionally bringing down the team. If there are specific objectives (transporter room must beam aboard cargo, ship must be towed with tractor beam), there must be some mechanism for other crew members to complete it if the person chiefly responsible for that function can't.

Leadership (excluding communication issues for leaders already discussed):
Everyone wants to be in charge. If you are simply the drone that presses the button when the captain says to press the button, you aren't having fun. Crew tasks need to be designed so that each player feels like they are in charge of, and making decisions for, their own part of the vehicle.

While the commander directs the overall plan, individual players should feel empowered to take action. If done right this can also move toward solving part of issue #1.

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Guest Anonymous Poster   
Guest Anonymous Poster
If I remember correctly a game called something like "B17 Flying Fortress" included some form of crew concept, where each player in a multiplayer game controlled a station in a B17 (pilot, gunner, bomb controller, etc.)

Never played it though, so I don't know how developed the concept was.

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ops    104
hello nd thanks for the comments from Michalson ..

perhaps the idea of 'crews' would only be useable innan internet cafe or lan party environment where the crew are all physically present. that would seem to solve the comms problem nd, it being a 'social', perhaps persistent environment, might evn solve the griefrs problem.

furthr, it would seem that command nd specialisation hierarchies are sucha part of 'life' that their simulation would seem essential. perhaps consider presenting the mattr froma functional cast. the crew 'commander' is intrepreting their commandrs orders meanwhile reading their maps nd preserving situational awareness. they hand off to gunny nd the chauffer a target who then figure out howto then do. captain kirk does not tell sulu how to drive ?

p.s. B17, gosh that was a while back but not being into flying we gave it a miss too.

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sergeant_x    122
I don't know many of you have messed with it, cause it is aimed more at the 'casual gamer' market, but the Three Rings game "YoHoHo! Puzzle Pirates" game implements this kind of model quite successfully. The success of the whole crew is interrelated without being totally vulnerable to a weak link. It's the most impressive feature of the game in my opinion, and one I'm trying to emulate in more hardcore way for a spaceship based game.

Have any of you checked it out?

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Gyrthok    412
Planetside is a good example of functional teamplay with crews (i mention that game far to much :p). While some poeple i've worked with tend to be inexperienced, everyone generally works together well, staying on target and using their own initiative. Most of the people i gun for i don't know, but i do know were all in the same empire. Of course, then there's outfit squads that get together and such.

But to the OP, this is much like with Boku San, most tank and vehicle crews don't exceed 3 people for gunners (except for Galaxy transports and APC's), nothing on the scale of Startrek. Though people do organize large groups of such vehicle teams in Squads and Platoons (10-30 people repectively per squad/platoon).

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