I posted something similar to this in the suggestions thread, but I think it might be worth a more in depth discussion. I think part of a large-scale team game is specialization of roles between players, which has traditionally been difficult in RTS games. Everyone always has their own economy and base; usually the extent of teamwork is splitting the enemies up into separate, largely unrelated battles. My original suggestion was just to include shared unit control, but it does seem like that might be rough on bandwidth and create conflicts between orders (I could be wrong, I'm not a developer). Other possibilities include some system of transferring unit control under certain circumstances (like a "ferry" type waypoint that transfers units to an ally's control), or different roles for players (One in charge of economic units/structures, another for military ones). I'm really curious to see if anyone else has any ideas about more creative team play.
There has been a lot of talk that's come up before for this kinda of thing, expect the options of; -Shared Unit Control -Drop-in-Drop-out style gameplay and more, try doing some searches and see if you come up with some of the threads we've had. Mike
I meant that as an example, but I'm interested if anyone has more creative ideas about team management and play modes centered around more complex player interaction.
Communism mode. All team resources are divided evenly between all players on the team, regardless of who controls what mex or energy source. It's a much better way to play as a team.
Ever played Seton's clutch, by any chance? That's what happens when players are put into specialized roles.