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This is how a lot of MMOs like Eve Online worked. You'd have a person or group of people leading the fight and they could see what was happening and would issue
by throwway120385 2y ago
This is how a lot of MMOs like Eve Online worked. You'd have a person or group of people leading the fight and they could see what was happening and would issue orders. But then it would trickle down to different groups and that friction made combat really interesting. Plus there was always latency between issuing a command and the ship acting on the command that was proportional to how massive the ship was. So you could find yourself out of position and unsupported if you moved out of step, and you always had to rely on someone else for the overarching strategy and target priorities.
- Cthulhu_ 2y agoEve Online goes even further, with empire leadership making political decisions, alliances, etc. That said, it feels like that aspect of the game is focused on avoiding conflicts, because it's oftentimes a net loss if they cannot control the newly captured territory for long. It's one reason why I stopped playing, it's the kind of metagame I can't get into without dedicating tons of time and communicating with others. I just want to fly ship and go brrt without fearing other players or having to cooperate with them.