Peschel talks TimeShift multiplayer
TimeShift was reborn to the masses last April, when its new look was unveiled. Along with the look came some bold comments such as, "the multiplayer will be one of the most customizable systems available."
Now a few months have passed and Lead Producer Kyle Peschel has just revealed more details surrounding the ever-so enticing TimeShift.
"Our policy is to open up as many things under the hood as possible. To give you an idea… First you can name your own modes so any tweaks or new modes you invent can easily be found and used. We want you to really have some fun controlling anything from start weapons to gravity, armor respawn time to spawn protection, run speed to weapon damage. We want users to not only have control but to instantly offset their buddy who comes over who is nothing but a spawn camping whore."
Maps and modes:
"We're still locking down some of the final maps and modes and grading them against the 'Fun Factor' but we certainly have all that you'd expect… Deathmatch, Team Deathmatch, Capture The Flag, One versus One, Rocket Arena, etc. And we have over a dozen maps for certain and possibly more on the way."
Time control in multiplayer:
"The first idea was to have Time Shifting work just like in single player. Sounded great on paper, we even figured out how Slow would be trumped by Stop and Stop by Reverse. Ultimately there were two primary problems… One; it sucks to have 15 people frozen in time while one person runs around; we called it Fun For One. The second problem was what reverse looked like… Lag. Even though the game was doing EXACTLY what it was supposed to do, the other people going in reverse thought the game was lagging out since they were telling it to do something and it wasn't responding."
Whether TimeShift's multiplayer will be more customizable than any other shooter:
"We've been too busy making kick ass multiplayer to stop and take a poll, but thus far everyone who plays is loving it. Nothing like mixing up the gameplay, hell we've been playing it for three years and not grown tired of deathmatch! Especially when you rock the house with time control in multiplayer."