Before certain members of the forums start complaining that they don't want multiplayer in TSW, please do it elsewhere. This is a thread for genuine, constructive suggestions on potential implementations of multiplayer, should DTG add it in the future. Thank you in advance. Multiplayer is a feature that is wanted by a lot of people, but most of these people do not know or care how multiplayer should be done. I have been looking at other games with multiplayer and seeing how DTG could learn from them should multiplayer be added to TSW2. There are three main options that I have seen. 1 - MASSIVELY OPEN ONLINE RAILWAYS (STEPFORD COUNTY RAILWAY) Stepford County Railway, a popular Roblox train simulator, well known for its overenthusiastic playerbase and hypocritical developers, is one of many games that uses MMO-style gameplay. In the game, players control trains in a 24-hour 'timetable' alongside other players, who are also driving trains, riding them, or just walking around. The SCR/MOOR approach works very well in SCR as there is no set timetable, and there is strong moderation that prevents players from sabotaging each other's rides. The game works very well in its circumstances, but if DTG was going to add multiplayer Service Mode to TSW, there would need to be some major changes. In order for there to be enough trains for players to drive, there would need to be consistently busy timetables for every route 24 hours a day. This would require brand new timetables for every route, which would be incredibly difficult. A common issue in SCR is trains being 'cancelled' because no players have chosen to drive the service. DTG could get around this with an AI driver controlling all trains that aren't driven by players. SCR has a progression system which means players have to spend in-game points to gain access to other trains and services. For this to work in TSW, there would need to be lots of very distinct services to unlock and lots of different trains to drive. There are/were around 37 trains in SCR (including removed trains and ones that were never added), and that's a lot for DTG to do. This means that the way the trains would be added would likely be alongside the release of them for the real game so as not to overload the 'train team'. But in order to have lots of trains and distinct services, very few real-world routes would make sense. Therefore, a fictional network like SCR would make the most sense for the MOOR approach. For the UK there could be something like Cresston and for Germany there could be Seebergbahn or Im Koeblitzer Bergland (I am trying to resist the urge to say how much I want these routes in TSW). While not required, it would be quite nice to have dynamic weather for this approach. In the public servers of SCR, you are not allowed to walk on tracks. This would be very hard to implement in TSW, as lots of gameplay requires walking around on the ground. Therefore, it may be preferable just to teleport players out of the way of oncoming trains instead of stopping them from setting foot on the ground. Overall, I don't think the MOOR approach would work very well, for now at least. It would be too ambitious and would have too many problems for Dovetail to solve. MOOR is a lot harder to implement when the R stands for Railways than for Racing it seems. (That was a Test Drive Unlimited Reference, please like me) 2 - CO-OP SCENARIOS (SAINTS ROW) One of the defining features of the Saints Row series is its co-op campaign option. DTG could do something like this, by having specific co-op scenarios for two or more players. The two players, connected over a peer-to-peer connection (so no servers for DTG to run), could play the scenario together and both would get XP and Mastery rewards, if you are one of the eleven people who actually use them. 3 - PEER-TO-PEER LOBBIES (GRAN TURISMO) Gran Turismo's multiplayer mode has always worked with peer-to-peer connections. The online mode was first introduced with Gran Turismo 4 Online Test Version in 2006 (although GT4 also had LAN play and GT3 and Concept had i.Link/FireWire multiplayer) and has remains relatively unchanged over the years. In order to solve the server issue mentioned earlier, Service Mode-based lobbies could be run on P2P connections. This would have benefits and downsides. Benefits: Since there are no servers, it would be cheaper for DTG. Because the lobbies are controlled by a host, it wouldn't need reworking the timetables for it to work, and any weather or time of day could be set by the host. Players could do whatever they want to, as it is not under DTG's control. You could play as a driver, ride trains with your friends, pretend to be a guard (insert guard mode request here), or just watch the world go by. And because you wouldn't be sabotaging other people (who aren't willing), you could have a bit of fun breaking the game as well. There would be tolerance for delays. Downsides: Connections for all players in the lobby would depend on the host's. There would be a hard limit for players in a lobby, so the MOOR approach above wouldn't be possible here. (insert online security/IP masking concern here) Despite the downsides, this is actually my preferred option for a multiplayer mode. My vision of multiplayer is just me driving with one or two friends sat in the cab while we chat about our lives and thoughts. But of course, my vision won't be the vision for everybody else. I imagine that the Gran Turismo method would work - surprise, surprise - like Gran Turismo. There would be a list of all the public lobbies available to join, and you'd be able to enter a password of sorts to access a private session. 4 - PRIVATE SERVERS (UNTURNED/MINECRAFT REALMS) Unturned, a free multiplayer game for PC, allows players to use a private server to play the game with their friends by themselves. Minecraft provides the Realms service, a broken and completely unusable subscription service that supposedly allows players to upload their worlds and use them as servers, where up to ten players can play together, even without a host being present. That said, nobody has seen it working, so I can't confirm this. As an extension of the P2P suggestion above, it could be useful for players to buy their own servers, either as a one-time purchase (my preferred option) or as a subscription service. This would cover DTG's costs. The private server would likely work like the Gran Turismo suggestion above, but would not need a host, so each player can play individually. However, since the server could only apply to one route only, some problems might emerge. For example, what if the owner of the server wanted to change the route being played? For this reason, the Unturned/Minecraft approach would likely need a lot of thought put into it - and if DTG are going to put thought and effort into multiplayer, they might as well do the SCR approach, which would be more popular, especially if the mode was released as a standalone free game, like Call Of Duty: Warzone. In the end, I think the simplest option would be the Gran Turismo approach. It's my ideal option anyway, but it's worth noting that while the others would require significant work to get working, including major reworks of how the game works, the GT approach wouldn't. Therefore it is an ideal 'baby step' for DTG. Perhaps in the future they could think of adding the other options as well, but to be honest the GT option is the one I'd play and enjoy the most. With all of these suggestions, I must stress the importance of crossplay. It would be difficult to add, and may require the downgrading of timetables in multiplayer to allow for parity between platforms, but would make the feature a lot more useful. Currently everybody I know who plays TSW2 plays it on PC, but I play on PS4 - it would be very disappointing if I couldn't play with them. Anyway, if you have any ideas for multiplayer, feel free to put them here. Hopefully this thread will become a guide for DTG to see what players want from multiplayer, a feature that's closer to vapourware than anything else at this point.