I caught this interesting bit on Reddit...by Leandro.
It's not something I've noticed posted on here...unless I missed it.
'Most of this work has already been done by Titan. Reverse-engineering the main protocol (the one that DBserver and map server use) was a nightmare, but it was finally 'done' mid to late last year. It has been partially implemented and in testing since. The first public release is happening very, very soon.'
...and...
'You can make the COH client connect directly to a DB server, skipping the authserver entirely and have full functionality.'
So. The 'umbilical' cord that talks to the CoH client has been reverse engineered? ie. The puppet strings can now by attached to a 'replica' server. In Paragon Chat's instance...a 'chat server.' And it will 'talk' to the CoH client?
In theory, if you have emulated the protocol that CoH used...you could attach the client to a real-time(?) server for 'combat'? Or create a local micro server unreal tournament style and have LAN or limited P2P combat?
I'm not technical. Stay with me...
So...we have the replicated language of the protocol to talk to COH in the client/server relationship. That means, sure, we don't have the original server content. eg. the missions are all gone? But we can recreate missions if we unlock the AE confidentiality..? The original combat server is gone. But the combat system is well understood and can be replicated. Travel powers can be simulated. The powers can be replicated with combat dummies. NPCs are difficult but not impossible. So blocks of the game can be replicated or unbundled because we have the 'protocol'. ?
One idea I did have that dawned on me. 'Be NPC.'
Instead of 'A.I' spawns (though these will come a long time down the track?) you could have 'be npc' . Imagine 50 paragon chat players being 'NPC' outcasts and some paragon chat players being the 'pc'. You could...have 'real life' npc spawns as real players which would be far more unpredictable than A.I npcs. ie. PVP 'npc' vs hero style. It would redefine pvp. The 'red zones' on any given map...if you went into them. You could(!) be attacked. Green zone/tram lines neutral. Yellow zones 'sniped at.' An honour code pvp system. I always thought instead of separate pvp zones...City of Villains should just have been villains added to the normal zones but with an honour code to only allow 'pvp' in the red tram/tracks of each zone. IF you had 'be npc' for outcasts, trolls...clocks...you could have the players themselves(!) bringing 'mob' life to each zone. And as most mobs don't have super travel powers...it wouldn't be 'running' around combat pvp style...but you'd have 'force multiplier' player attacks on a hero.
'Real NPCs' vs hero PCs. To the untutored eye, Paragon City zones would live again. All that would be needed would be missions. And they could be replicated in a similar style.
Anybody have any thoughts on this?
If PVP has to come before A.I combat...then I thought my 'be npc' idea could replicate 'spawns' in a 'real' way in the interim.
Azrael.