Don't necessarily need that. The biggest focus here should be on having bigger co-op games. Like what was done to Left 4 Dead/2 when a number of people thought 4 players co-op was just not enough.
Limit/leave the TF2 game client support at 33 humans, but allow the server to have more players (bots). This way no old gamemodes/maps need re balancing. You won't be seeing 40+ player 2fort matches. And so custom maps and or modes would then be made by the community to support higher player/bot counts. Just some ideas. This could be something to experiment with and see what works with the new game mode. We don't need to drag old maps/gamemodes into this, if that's causing issues. Just some extra unofficial support to tinker with :P. On Tue, Aug 14, 2012 at 5:04 PM, dan <needa...@ntlworld.com> wrote: > On 14/08/2012 21:15, Fletcher Dunn wrote: > >> I think the biggest challenge with doubling the player count (meaning >> number of mercs running around, whether AI or human) is just plain old >> performance, both server and client. >> > > I'd say by far the biggest challenge would be solving the problem that > adding more players makes the game complete rubbish to play. > > You'd need a complete redesign of most of the game - weapon attributes, > maps and so on. > > In TF2's case 24 is pushing it (although I suppose trading and sniping > have both been ways Valve have designed TF2 to get 9v9 or less, even with > 24 players on a server) > -- > Dan > > > ______________________________**_________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux