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Mods / Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« on: March 06, 2025, 01:38:43 PM »
I figured out how to force the launcher to take it and it does work!
Started playing with it and I love it so much, finally playing this game with my friend with me taking player2's controls, and it's been a bit rough without mouse to turn my ship but i'm improving with the different controls.
I have some suggestions.
1- Player one had me targetted most of the time so I could see my own armor and weapon group info better. It helps alot to see when I've enabled or disabled auto fire, as well as my armor. You could try having this target HUD active on player2 all the time.
2-Player 2 has no way to tell if he's winning the flux fight with his enemy unless player 1 targets the same guy. Like with the above point you could try getting the targetting info hud on player 2's target, or atleast make new hud stuff to show flux and health, and eyeballs are usually good enough to tell the armor situation.
3-I like the idea of using controllers for flying because if you can get one analogue stick to move the ship where the stick points, and get the other stick to turn/aim in the direction the stick points we're in business for more comprehendable control when the ship gets all turned around (whereas with currant wasd, when the ship is facing downwards the A and D seem to be reversed in which direction they strafe) but I do not think this is possible with programs like joy to key as it would just mimick wasd. Also raw controller support would circumvent the issue where keyboards reach a limit on how many buttons can be pressed at once, and allow many more players if they're not competing for regions on the keyboard.
4-Being zoomed out far enough to keep both players and their threats onscreen, it can be hard to tell when player2's shields are up (and maybe player 1's aswell?) so it would be nice to have a blue HUD icon somewhere to give me a clear reading of when my shields up. With keyboards skipping keys when too many or certain others are pressed, being able to see my shields actually raise makes the difference between life and death.
5-When player 1 dies the camera keeps tracking his failure of a corpse which can make good vision on player 2's struggles somewhat awkward sometimes. Perhaps, when player 1 lacks a living ship the camera should center on player 2?
6- I read somewhere this mod used to allow upto 3 players but the new UI doesnt seem to have a player 3 tab anywhere.
7- It might be nice to add control binds in the UI for each weapon group so I can be fast and precise with what I'm firing and toggling autofire fire, but have a way to leave keybinds unbound so we're not forced to choose a key for a function we might not want to use.
8- Player 1 usually moves the mouse between us so we both get equally good vision, but this can cause an issue with player 1's weapon aim when they're not fixed perfectly forward as the guns will veer off to the side to try and point at the mouse. You could try having an option to let AI aim the selected weapon group guns at the selected target but only let the player fire the selected group. Player 2 will benefit from this too.
Started playing with it and I love it so much, finally playing this game with my friend with me taking player2's controls, and it's been a bit rough without mouse to turn my ship but i'm improving with the different controls.
I have some suggestions.
1- Player one had me targetted most of the time so I could see my own armor and weapon group info better. It helps alot to see when I've enabled or disabled auto fire, as well as my armor. You could try having this target HUD active on player2 all the time.
2-Player 2 has no way to tell if he's winning the flux fight with his enemy unless player 1 targets the same guy. Like with the above point you could try getting the targetting info hud on player 2's target, or atleast make new hud stuff to show flux and health, and eyeballs are usually good enough to tell the armor situation.
3-I like the idea of using controllers for flying because if you can get one analogue stick to move the ship where the stick points, and get the other stick to turn/aim in the direction the stick points we're in business for more comprehendable control when the ship gets all turned around (whereas with currant wasd, when the ship is facing downwards the A and D seem to be reversed in which direction they strafe) but I do not think this is possible with programs like joy to key as it would just mimick wasd. Also raw controller support would circumvent the issue where keyboards reach a limit on how many buttons can be pressed at once, and allow many more players if they're not competing for regions on the keyboard.
4-Being zoomed out far enough to keep both players and their threats onscreen, it can be hard to tell when player2's shields are up (and maybe player 1's aswell?) so it would be nice to have a blue HUD icon somewhere to give me a clear reading of when my shields up. With keyboards skipping keys when too many or certain others are pressed, being able to see my shields actually raise makes the difference between life and death.
5-When player 1 dies the camera keeps tracking his failure of a corpse which can make good vision on player 2's struggles somewhat awkward sometimes. Perhaps, when player 1 lacks a living ship the camera should center on player 2?
6- I read somewhere this mod used to allow upto 3 players but the new UI doesnt seem to have a player 3 tab anywhere.
7- It might be nice to add control binds in the UI for each weapon group so I can be fast and precise with what I'm firing and toggling autofire fire, but have a way to leave keybinds unbound so we're not forced to choose a key for a function we might not want to use.
8- Player 1 usually moves the mouse between us so we both get equally good vision, but this can cause an issue with player 1's weapon aim when they're not fixed perfectly forward as the guns will veer off to the side to try and point at the mouse. You could try having an option to let AI aim the selected weapon group guns at the selected target but only let the player fire the selected group. Player 2 will benefit from this too.