Id realy like an event, perhaps using a system similar to campaigns, where a ful lteam has to defend one of the fortress maps form Tyranids. Not sure how the game engien woudl handle a "proper" tyranid horde + 20-30 players but that shoudl be the direction they go eventualy. Would of course require more types of nids. Tyrant guards, Carnifexes to attack the gates, perhaps raveners to periodicaly dig tunnels that woudl spawn gaunts on inside the fortress until lthey re destroyed. Maybe a Hive Tyrant as a boss in the last 2 minutes.
Thing you need to remember is the unreal engine is not designed for swarm/large player counts. It can be done but it is very taxing. I believe they are changing to an newer version of the unreal 4 engine to enable better performance but it is just not a swarm engine. I recall them mentioning they tested with 100 players and it was manageable but just nothing needed that amount of players.
yeah I get that, but it doesn't need to be that large, it could be just 10 players vs 50 tyranids simultaneously, or something alike; I think it would work just fine
+20000 The wave system is really good recently, played the other day and had a lot of fun. But i would love it to be on some normal maps hey.
Just did some research on it and it can handle it. "There isn't a hardcoded limit to the number of players. The player count achievable with good performance is a function of the complexity of your player meshes and animation graphs, level collision, AI, and network bandwidth available. If you keep things simple (say, at the level of Unreal Tournament 3 from the UE3 days), I could imagine 50-100 players in a multiplayer game." That's a quote from a Unreal Dev back in 2014, plus found some info of people doing AI simulations of up to 400. Just have to make everything perfect for it to happen, but probably need a very large team to do that . So Its possible. I can see why EC has issues, and that is probably due to maps and all those weird invisible collision areas caused from rubble and just poor maintenance overtime, not to mention some of those animations. Unfortunately they are loosing team members rapidly, so fixing these issues are being slowed even more dramatically.