> The crossfire design probably isn't great for multiplay for the various reasons: > > 1) Many dungeons have narrow passages, so you really can't get two people side > by side bashing on that monster. > To be fair to the people making maps - this is almost necessary since the monsters would not stay put without walls to contain them and you would end up with a pileup around the player. Now this has been fixed somewhat since monsters have a limited sensing range - but this range is usually at least 1/3 of the size of a map (30X30 map) and seems to work through walls. Using attack_movement is one really good way to work around this making monsters that snipe and hit and run, another is using movers to give creatures pseudo-formation. Adding in more selective blocking (blocks walking, allows flying- for starters) would allow more open maps to be designed that encouraged more missile combat and more co-operative play. This is not a problem with the map editor, it is a problem with the available objects. Based on past conversations on this topic I think it wouldn't be too difficult to implement, especially compared to the amount it would add to map design and game play. > 2) Monsters vs player hp is a large disparity - this basically means that most > attacks players do will kill (or seriously harm) other players - thus, it > becomes very dangerous to get in the way of another players attack (be it weapon > or spell). > > 3) There isn't any way right now to cast spells over/around a player in front of > you. You can't use the tactic of big tough fighter stands in the corrider while > mage sits back and helps with offensive spells like many live RPG's allow (if > this was possible, point #1 wouldn't be as much an issue). > Again this is an issue when you have linear map layouts, but it wouldn't be so bad if maps were built more open and allowed the use of terrain (half-walls, barrels, water, rubble, elevation and pits - all this could be faked out with a no-walk, fly-pass type flag). Then maps could be designed that let players fan out a bit more and not impeed each other. Also this would allow players who are physically tough to go alone and smash through groups of creatures, while players who used more ranged combat techniques to band together using the terrain to keep monsters at a distance. > 4) most combats are over _very_ quickly - either you kill the opposing monster > in a few seconds, or you don't have much hope. There are very few combats which > go on for any amount of time - this also makes cooperation harder - if for > example you have someone that backs you up and casts healing spells, by the time > you can tell that other person 'I need healing', your probably dead. So all > that person could really do is just cast a spell on you every second or two and > hope that pacing is correct. > If you are using a melee model this is true, unless you use hit and run tactics.