Got the CTO of the startup I was working at into this game. One day his wife came in and saw me playing and said "Oh, you play this too." And I told her "Yeah, I was the person who introduced So-and-so to it." She hissed out "That was YOU?!" and walked away real fast. Never spoke to me again.
While typing this up I discovered Infantry is actually still alive, resurrected by some diehards on free player-maintained servers! Can't imagine that happening for any of today's games in twenty years. It's probably just nostalgia, but to me the early 2000s were a special golden age of PC gaming and community that will never be topped.
If anybody played Infantry, the EOL zone was based on Extreme Games. Though it would blow my mind if anyone knows what I'm talking about.
Lag-attaching as a strategy is an incredible example of how innovative gamers were given latency restraints. :) Shout out to Explosive, my first EG Squad.
I was in one of the better clans at the time and the sheer skill of some of those players was astounding.
Team-based multi player, slow paced, casual, 10-15 minute games. I got World of Tanks in that category, anything else?
Wasted many hours on that game, was truly ahead of it's time in '95 with massive zones and lag compensation.
Technically Hockey Zone runs on something called ASSS (a small subspace server) which enables significantly more advanced features than the base client such as instant replay and dynamic scoreboard overlays.
Thanks!
That's just my experience as well. There are many other types of ships like bombers with big explosive, slow shots with blast effect, and other ships that can have other players attach to them as turrets. If your team in the arena can escort a bomber safely to a base with some fighters, you can often nuke the enemy right through the walls and capture the flag there. Meanwhile if you are just piloting a fighter it's a big win to take out one of the turret ships. Then there's other ships like ones that can cloak and fire sneak attacks, etc..
Essentially: distill gameplay to a relatively small number of rules + iterate balance until it's incredibly finely tuned + let the playerbase go nuts with whatever strategies they can come up with.
The attraction being that they're easy to pick up (few rules to learn) but incredibly deep (complex interactions and strategies).
Coupled with the fact that circa-late-90s, the idea of an MMO was still mind blowing. Games with friends and strangers?!
From memory, SubSpace also had a fairly addictive loot mechanic (tiered materials, item construction, randomly timed rare enemy spawns).
It was also the first game I wrote aimbots for -- which got shared among friends.
TrenchWars warbird sniping was a favorite.
p.s. a fond memory : getting ready to flinch when the thunderclap wav plays upon client execution
1: https://steamcommunity.com/app/352700/discussions/0/16960406...
P.S. the chat can be quite toxic though. It changed for the worse in the last four years.
[1] https://lutris.net/games/subspace-continuum/
[2] https://appdb.winehq.org/objectManager.php?sClass=applicatio...
Screw Spiders.
There has been a dedicated community of thousands of players, many of which have been playing well over a decade. Plenty of videos on youtube under either "Subspace" or more recently "Continuum".
https://en.wikipedia.org/wiki/SubSpace_(video_game)
Also - a plug for my favorite Zone: HZ. www.rshl.org.