well the network path cost nothing in CW1 but the becons required a steady stream of energy I supose both could be used.
I would like to see this - in fact, I would like to see maintanence used for all units, perhaps in the form of a resource that is consumed in order to effect repairs, as well as maintain function as in CW2.
I am considering allowing people to store their save games (optionally) online. If so, then having a web based version of the full game could be convenient since you could more easily play it on some other system. In this case there would be online accounts. All of this would be optional, though.
Awesome, awesome, awesome, awesome, awesome. I will love you forever for this, due to my current circumstances.
One thing that would interest me greatly is to see an enemy that also used a network of some sort - one you could link to, utilize against the enemy, (Shared transport links,) and ultimately cut off from the enemy, to utilize as your own.
Yeah, the multiplayer concepts I am most interested in providing are asynchronous in nature. Things that allow interaction... possibly even working together, but don't require being online at the same time.
You implied on the blog the the concept that a loss might take several rounds to complete . . . and now asynchronous MP? Combined with the idea of cloud-based saves?
I see all the components of asynchronous coop campaign. The campaign could have two orbital ships completing two sets of objectives separately, but their objectives could affect the future of their partner's missions. The cloud saves are there, so one player could access a second player's campaign mission. The asynchronous MP coop is there, so that the game can extrapolate mission parameters out of separately played campaign missions. The development of mission parameters (so I surmise) based on previous missions (Or your partners' previous missions) is (theoretically) there . . .
Or am I barking up the wrong theoretical tree?