In this game mode up to 16 human players can fight against each other
with the unpatched version and 32 with the patched version. You may play it with your friends
over a LAN (Local Area Network) or online against freaks from all over the world.
As humans act much more uniquely and intelligently, multiplayer mode is more
challenging than single player. Human opponents will try to set up traps for you
and they will show different tactics and patterns to avoid your shots.
The fun factor in multiplayer-mode will be simply amazing as soon as you have experienced your first successful actions.
Read the Hints & Tactics it might help you on your way as a Forsaken
Different Game-Types in Multiplayer:
there are 6 different types which you can select:
- Free For All (FFA)
- Team Game
- Capture The Flag (CTF)
- Flag Chase
- Bounty Hunt
- Team Bounty Hunt
You can assign a score or time limit for each of these types.
Free For All (deathmatch)
The most common mode. Every player works on his own and tries to "kill" as many other players, as possible, and -oh yes- should also keep an eye on his own sanity...
Team Game (ffa in teams/normal mode)
You want to rock the world with your team mate(s)? No problem! Up to 4 teams compete in a regular team game in order to get the most (combined) kills.
Capture the Flag
In this game type each team tries to pick up and carry the flag(s) of the opposing team(s) to their
home goal. Once a player has captured and returned a flag to his team's goal, he
is rewarded with a default of five points. The goals as well as the flags are
represented by the colour of each team (red/green/blue/yellow). After scoring
with the opposition's flag, it will return to their goal. The key is that each team must have it's own flag in the goal before
they can score. This rule however can be altered (select more options / own flag rule from the menu):
In normal mode (default), your own flag is instantly returned to your goal, once you touched it. You can only score (carry the flag of another team to your goal) while your own flag is in your goal zone (returned).
Carry it back: Your own flag is not returned to your goal once you touched it. You have to carry the flag back as any flag of an opposing team.
Can't pick up: You cannot pick up your flag, and therefore don't need to have it in your goal to score. This is like the default descent CTF-mode.
Can pick up: You don't need your own flag in the goal to score, but you can carry the flag back to your goal, which makes it harder for opponents to grab it.
1 touch returns: Touching your own flag returns it to the goal (like in normal mode), but you don't need it to score.
With only one flag on a level, each team is out to carry it back to their goal-zone. This is the
only flag game which you can play on the zone
and is incorrectly labelled as capture the flag.
The objective is to pick up a gold bar (the bounty). When you pick it up, a message is displayed alerting all other players that you now have the gold bar. The player being in possession of the bounty scores points for every 10 seconds of survival (or not being scattered) if Bounty Bonus is set to ON. Of course all other players will try to take hold of the bounty themselves, and your personal apocalypse might come true with everybody in the level chasing you...
Team Bounty Hunt
Like normal bounty hunt, but in teams. A team is rewarded as long as one player who belongs to that team can keep the bounty.
Notes about team games:
You do not score negative points for killing your own
In Team Bounty Hunt, only the player on the team with the
bounty can score points for killing other players and the opposition will
only score points for killing the player with the bounty.
To whisper message (viewable only by members of your
team) hold down the control button when you press enter to type a messsage.
Settings for Multiplayer mode:
For unlimited fun in multiplayer some settings can be altered:
Guess what that does..
Select the level you want to play. See the download-section for the new levels.
Maximum number of players that can join a game (including the host).
Recommended: for Internet-play: 2 - 5 players.
The maximum number of points/kills, a player or team can amass. Once the score
is reached by one player or team, the level is ended and a statistic shown,
before proceeding to the next level in the host's battle.dat (see
Note: the score of each player is reset to zero each time the score limit is
reached and a new level started.
Time Limit: (none - 30 min.)
Define a time limit for each level. When the time is over (countdown is at zero) a statistic is shown before entering the next level.
See the above paragraph "different game types in multiplayer" for detailed information.
More Options: Select this to customise the multiplayer session for your needs. This will take you to a new screen with the following options:
Lag Tolerance ON/OFF: Recommended: OFF
Determines whether LAG should be considered or not. LAG is a phenomenon which often appears in online-matches: It is a result of bad or slow connections between players, caused by geographical distance and / or by insufficient WAN-capacity like slow modems or overloaded web-nodes.
This often results in severe problems during the game: The enemy-bikes are more or less only appearing from time to time, or you can track their constant movement, but even though you see your bullets hit the other player he just doesn't die.
If Lag-Tolerance is set to ON, time differences are ignored: If you see your bullets hit another player he is hit regardless
of his real position. So, if there is much lag in a game you might be killed without seeing any player in range
(a.k.a. ghost hits/kills). On the other side, you should have no problems killing other people... it's a compromise..
however, the most widely accepted setting is Lag Tolerance OFF, this is
because it is deemed fairer to give the 'benefit of the doubt' to the target
rather than the attacker and gives all parties a fair chance of avoiding enemy
fire regardless of LAG.
Short Packets ON/OFF: Recommended: ON
Short packets minimise network bandwidth by reducing the actual byte size of the
packets being sent, but lose a small degree of accuracy.
Packet Grouping ON/OFF: Recommended: ON
This reduces the (huge) packet header overhead on TCP games by combining packets
before sending. It may only be set by the host, and via the out-of-game host game
setup menu. This option should be toggled ON by the host on all Internet
multiplayer games, and off on LAN-based games. Toggling this option off for
Internet play may degrade performance.
The PPS (see Packet Rate below) value without packet grouping on is the
number of normal update packets per second. Specialist packets (i.e. firing,
you've been hit etc) will cause more packets to be sent (potentially a lot
more!). For TCP packets, each packet has a 40 byte header when you consider each
protocol layer. So having group packets switched off will cause the bandwidth to
The PPS value with packet grouping is the number of actual packets sent.
Specialist packets are grouped and sent along with the normal update packets.
Packet Rate: (1-30): Recommended: 5+ for Internet
Play, 15+ for LAN
The packet rate defines how many data-packets per second (pps) are exchanged between
each player in a game. For example, with the Packet Rate set to 5: you send 1
packet, 5 times a second to every player in the game. The higher the packet rate, the more fluid the other player's movement will be tracked. As lag-problems should not occur in local network, recommended settings for LAN-sessions are
On the other hand, it is a good idea to set packets to a lower rate when playing online otherwise the game will run slowly and/or jerky because the packets cannot be transferred fast enough through the net
causing ping spikes and packet loss. Recommended figures for online-matchmaking range
dramatically from 5-30 pps depending on the connection speeds of the players.
Basically, the more players and the slower the connections involved the lower
the packet rate should be. 5 packets per second is the best value to use when
in doubt. Moreover, the host can alter the packet rate from within the game
and he/she should monitor the pings and then increase/reduce the packet rate
appropriately. Additionally, when recording games (demo-ing) the higher the
packet rate is, the smoother the recording will appear when played back.
Show Ping ON/OFF: Recommended: ON
When set to ON, the host can see the pings of the other players (which aids in
changing the packet rate during a game to ensure the smoothest game possible by
decreasing the packet rate when pings are too high). This setting can be
switched on or off during the game by pressing escape and changing the
appropriate setting, this can be done by players who are not the host as well.
Ping Interval: (1-30) Recommended: 30
Defines the time in seconds to pass by until ping information is updated (by pinging the other players).
This should be set to 30 as there really is no need to have it updated more
frequently and adds to the network traffic involved.
Bike Exhausts ON/OFF: Recommended: ON
Heh. Shall I explain that one??
Bright Bikes ON/OFF: Recommended: ON
Makes it easier to see other bikes from the distance.
Harm Team mates ON/OFF: Recommended: ON
You hate being killed by your team mate (he just cannot aim precisely?!)? Then you should turn "Harm Team mates" OFF and it won't happen again *G*.
Flag Capture Score: (1-10) Recommended: 5
Determines how many points each team receives when scoring with the flag. (see also: "different game types in multiplayer", above)
Therefore, the higher you set this, the more emphasis on capturing the flag and
the less on killing others.
Record Demo ON/OFF: Recommended: ON
When set to ON, the whole multiplayer-game will be tracked, until the host ends
the level or leaves the game. You may also define a timer to prevent demos from
getting too big, however this isn't an issue with today's computers.
You can watch the Demos by selecting "Play Demo" from the "Load Game" menu. Additionally, you can adjust the playback speed and select which player you want to follow (1-15, player no. 16 refers to a free roaming camera which you can control). Once a demo has been recorded, it will be saved
as a *.dmo - file in the demos-directory of your Forsaken directory. That way you can exchange cool demos with your friends. See also our
download-page for some demos.
Note: The demo will only show the game from the point of view of the host and
so you will notice slight differences (due to lag) from that and another
player's perspective. In addition, demos have been known to screw up and loose
track of the pick-ups during the later stages of a game.
related: [flying freely around in a recorded demo] [see your bike in the game]
Change Allowed Pick-Ups Recommended: Transpulse
OFF; Pine Mines OFF; Chaos Shield OFF; Stealth Mantle OFF
This option takes you to a new screen where you can define which weapons (primary and secondary weapons, as well as mines and special features like shields), will appear
during the game.
Randomize Pickups ON/OFF: Recommended: OFF
Allows you to have the same pickups always appear in the same spot right after
the host starts the game (OFF), or to have them appear randomly (ON).
Ladder - Ranking Systems on the net:
Basically you can think of gaming-ladders as leagues, represented by player-listings. The closer a player is listed to the top the better his rank is.
Once you signed up, you can climb up towards the top by beating other players, preferably those with higher ranks. Every ladder comes along with its own rules that determine how you can advance to a higher rank. The basic idea behind this is, to find the best players at a game.
So if you are on a ladder you need to find others that are on it too. After each ladder-match, the loser has to report the loss, so that the winner can be rewarded (moving up the ladder), depending on the opponent's rank.
Originally there were several Forsaken-specific ladders out there, with perhaps the most common one
as Case's Ladder however today there are no
current ladders taking place.