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Crysis to Feature 10 Hour Multiplayer Matches 89

Via Joystiq, an article on the InCrysis site about the multiplayer modes of the Crysis PC game. The jawdropping title seems to mostly be offering the same-old same-old ... except when it comes to the 'Power Struggle' mode. From the Joystiq post: "To successfully destroy the other team's HQ, you'll have to harness the power of alien technology. Randomly generated throughout each map are various crash sites where players can scavenge for alien cores. These energy sources can be used to transform your team's arsenal into weapons capable of achieving victory. However, you'll first have to build up that arsenal by capturing structures that manufacture basic weapons and vehicles -- and you'll also have to provide the manufacturing materials. Apparently, it can take up to 10 hours to launch an attack capable of winning a Power Struggle match. In-game, this feels like days, as one full day/night cycle is completed in two hours. Which means, yes, Crysis' multiplayer will feature dynamic light cycles as the icing on the cake."
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Crysis to Feature 10 Hour Multiplayer Matches

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  • Re:10 Hours? (Score:1, Informative)

    by Anonymous Coward on Tuesday August 22, 2006 @06:19PM (#15958888)
    You do realize that they can't refuel a control tower while it's n reinforced? Even if it is refueled afterwards, it can't go reinforced again till it's regained 50% shields.

    You can put it into reinforced, logout for x hours -30 minutes and will probably do just as well as if you'd camped it the whole time.
  • Re:Finally (Score:2, Informative)

    by Jesterboy ( 106813 ) on Tuesday August 22, 2006 @06:29PM (#15958938)
    You mean like Enemy Territory [wikipedia.org]?
  • by Enoxice ( 993945 ) on Tuesday August 22, 2006 @06:43PM (#15959030) Journal
    Everyone seems to be over-reacting. The teams aren't set and have to be kept when the game starts, people can join/leave/switch teams as they will.
  • Re:10 Hours? (Score:3, Informative)

    by Andy Dodd ( 701 ) <atd7NO@SPAMcornell.edu> on Wednesday August 23, 2006 @08:39AM (#15961590) Homepage
    No, he's talking about the combined resources of a fleet of players.

    To be more clear, I recall the description by a player of one of these major sieges as involving a count in local of 300-500. That's 300-500 players from both sides, so assuming an approximately half and half distribution on the low end of that count, you have 150 people on one side. Divide $30k by 150 and you get an average value of $200 per person.

    Hmm, at the current exchange rates (100 million ISK for a $15 game time card) that seems a little high. It translates to an average of over a billion ISK per player in ships, which seems high since almost no alliances have yet to actially field motherships or titans. (I think worth 10-20 billion ISK each, only a handful of motherships exist and so far titans in the hands of players are only rumors with no substantiating evidence, although I believe those rumors are true and the owners of those titans are holding them in reserve.) Dreadys and the low-end carriers cost about a billion each but comprise at most 1/3 of the fleet is my guess. The rest is support ships (battleships and smaller) and I would guess the average value of these including high-end fittings to be 500 mill ($75) each or less. The uninsured component of a fleet heavily fitted with rare modules would probably be around 2/3 of the value of the fleet, so the total value of the fleet were it all to be lost might be $10k.

    Keep in mind that sale of ships and other ingame items for real life money is forbidden by CCP, and due to the nature of EVE game mechanics, doesn't really happen very often. Direct sale of ISK for real-life money is also forbidden and not common, as CCP *does* allow players to sell game time cards for ISK. Why buy money direct and risk getting banned when you can just do it legitimately? :) ISK farmers, whether for direct sale or for time cards, don't have much impact on the total game economy as the areas of the game that are the most profitable are fully under player control and a known or even suspected ISK farm team wouldn't last more than 30 minutes out in 0.0. Hell, they don't even last long in lowsec empire space. It's almost unheard of to see them anywhere beyond the absolute safest systems, which also happen to be the lowest profit systems by over an order of magnitude compared to 0.0.

All seems condemned in the long run to approximate a state akin to Gaussian noise. -- James Martin

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