In terms of code manipulation, I think we will have beter chances with POTC. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="
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However, multiplay capabilities will be built in the engine of AOP, so, untill it is out we can't say with certainty, at this point its assumptive speculation.
So we are speaking of something like Freelancer, yes I played and loved the game as well.
Well, lets see. I am no coder, but thinking of it from a graphical point of view:
Freelancer is Broken down in to various Sectors, each sector is self contained, in that you can't fly from one sector to anotrher without making the use of a Jump Gate.
In that sence, POTC has islands and you can't sail from one island to the other without going in to the world Map.
So far this matches.
Then Freelancer has various landing sites within each sector, be it planet Locations or Base Locations.
And POTC has various landing sites within each island, ports/town locations and shore locations.
This matches too.
In Freelancer while in transit from one sector to another you can't stop.
In POTC while in transit from one island to another you Can stop or Be stoped and go in to a Sea Location.
This does not match but it is actually a Bonus to POTC functionality
Graphically I don;t see it would not work <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
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So what is really missing here is: (althought don't look at me for making it, I am no Programmer).
The TCP/IP, Client/Server Functionality. Not necessrilly programming the whole thing, but only Upper layer functionality, as windows (maybe through DirectX) would handle lower Layer functionality.
Then we would need to Program a way to manage the information of the various players that is somehow fed in to the POTC engine.
This might be the biggest challenge here...
As information will have to go be transmitted on the world map and also at the locations.
If two players go in to a Tavern theis positions actions and Graphics will have to show in both sides, since the engine renders all that this information has to be interpreted by the engine and diplayed to eachother's screen.
Same goes for world map encounters, and same goes for sea Location encounters.
Actions may include a variety of things from trading to damage due to combat.
And of cource, we are talking also about implementing a Chat system so players can communicate in the game.
So...if we can overcome these challenges, seems to me very possible <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
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And it will be great too!
Then its all about figuring out a good balance of speeds and times etc, for the gameplay aspect.
Time will have to be the same across the board, no time accelaration possible either.
Speeds is what we can play with, same as freelancer speed during Jumping from Sector to Sector it is largelly higher than any normal speed.
Hey this may even be used for Pirates of the Burning Sea <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="
" border="0" alt="wink.gif" /> A world Map with accelerated Speed <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
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Bottom line:
Do we have anyone around here with the knowledge to Program this in to the POTC engine?