It will be like a multiplayer game with an offline mode because that’s what it is. :rolleyes:
You can try to mask the respawns with fancy sci-fi explanations but it will still be the same class-based multiplayer objective gameplay.
Why would you want to remove the kill-messages? It’s a team-based game and the information about fallen teammates and enemies is definitely of relevance to you no matter if you play alone or with friends or online. A better approach may be to not remove them entirely but show them differently. I agree that “Bot1 killed Bot2” doesn’t make much sense when you are playing alone.
The problem with showing it differently is that it can result in an information overkill very fast. You may show the avatar or class information but that would take up a lot of space (have a look at Modern Warfare2, they have way too much information on the hud with giant dogtags and promotions and stuff like that). You may have a voiceover saying something like “teammate / enemy down” but that would get annoying after a while.
Now that I have thought about it for a few minutes I come to the opinion that the best approach would be the way it is in multiplayer as well. It helps with having one experience all the time as Darkangel says and there’s more to it. It is most likely guaranteed that your teammates look unique thanks to the customization system. There could be a list of bots that have unique names (very much like in ETQW) and a unique appearance as well. Eg. there could be the bot BigBen who will always play a heavy class with lots of firepower. If you would play singleplayer or coop you might recognise him from previous games “Oi, I know that guy that’s Big Ben!” because he always wears that bright red suit and funny tattoo. I’m sure you could come up with a good list of bots for both sides that are fairly unique in name, playstyle and appearance.
That way you would have a similar experience online as offline. You play with a unique team against another unique team and I think that’s what the game is about.


