Maybe a Coop run ?
8 years ago
France

The title says it all : wouldn't it be wonderful to run the game with jolly cooperation ?

it appears that coop mods exist for SWRC.

there's this one, which many people complain about : www.youtube.com/watch?v=HNzUgYOZsMQ

and this one, which seems to work fine : http://steamcommunity.com/sharedfiles/filedetails/?id=703155438 http://steamcommunity.com/sharedfiles/filedetails/?id=574817963

problems are :

  • hosting a server
  • compatibility between clients (with modding issues etc...)
  • the delay "press fire to join" at the begining of each level
  • AI issues
  • 07, 40 and 62 are still there

so, is anyone interested in this ?

_ EDIT :

So, I was like "yeah, that's gonna be so cool, to complete missions together, to jump on the top of each other to create new skips, no ai problems anymore..." Then I began to think a little bit... Let's examinate the benefit of such cooperation along the game, and how it raises a couple of new problems :

GEONOSIS

  • maximum prejudice : nothing
  • into the hive : quite nothing + problem how to slice the 1st console if fixer ain't here ?
  • the strength of brothers : quite nothing + problem if the delta squad is removed, then who opens the 2nd door ? if the clones are still there, what's the point of playing coop ?
  • infiltrate the droid foundry : OK
  • heart of the machine : OK
  • destroy the foundry : nothing
  • advance to the core ship : quite nothing
  • canyons of death : nothing
  • to own the skies : OK
  • territory : OK
  • infiltration of the core ship : OK
  • waking the giant : OK
  • belly of the beast : OK

ASSAULT SHIP

  • ghost ship reckon : quite nothing
  • delta down : OK
  • unwelcome visitors : OK
  • rescue the squad : nothing
  • alone : nothing
  • troika : nothing
  • jailbreak : OK
  • tactical suppremacy : OK
  • attack of the clones : nothing
  • lockdown : OK
  • wrath of the republic : OK
  • saving the ship : OK
  • holding the line : OK
  • overwhelming the odds : OK
  • deus ex machina : OK

KASHYYYK

  • the liberation of Tarfful : quite nothing
  • hard contact : nothing
  • from the shadows : OK
  • the bodyguards : OK
  • obliterate the outpost : nothing
  • aim for the heart : quite nothing
  • critical strike : nothing
  • the bridge of kachirho : nothing
  • frontline : quite nothing
  • the gauntlet : nothing
  • detour : nothing
  • a bridge too far : OK
  • the wookie resistance : nothing
  • behind enemy lines : nothing
  • viw : nothing ? (maybe jumping over the barricade)
  • saving ammo : OK
  • live ordnance : nothing
  • fate of the resistance : OK
  • search and destroy : OK
  • heart of the citadel : OK
  • moving upstream : OK
  • the final strike : OK + problem if the squad is removed, the game freezes when removing 07 again at the end

score : OK = 26/51 so half of the time the run would consist in one player doing all the stuff and the others just waiting.

a solution to most of the problems would be to have a 5 men delta squad, with 3 ai and 2 players.

the coop would aslo mean to share ammo packs. Even if placing and combat tactics would be enhanced, the ammo management would be more difficult.

... and gameover requires to restart the whole party

so... I'm kinda nipping it in the bud, but maybe the coop idea isn't worth spending time over it.

EDIT2 :

three more things

ai of the squad is more or less broken

the rendered cutscenes are considered levels and are skipable no more.

the multiplayer weapons and the campaign weapons are not the same. For example, aa in coop mod doesn't even one-shot sdbs.

so... rip coop run

Editado por el autor 8 years ago
Your_Solution, redmage08 y 2 otros les gusta esto
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