The Problem with Flood

When considering a playable Flood faction in matchmaking, developers have several things to consider. Balance is one of them, but not just a balancing act between UNSC/COVY/whatever else, but balancing what halo fans have come to expect from the flood, and what exceptions to make when introducing them into an RTS dynamic.

HW multiplayer as we’ve come to know and love is built on a foundation that in some ways completely contradicts how the Flood operates. Right off the bat you have a resource system (money), used to build and upgrade units and buildings. Well what use does the flood have for gathering supply crates? None whatsoever. So already we see a hole here. In order to stay true to the flood as a zombie force to be reckoned with, they would have to function under a radically different rule set, one without concern for building supply pads. Technology in general; vehicles, aircraft, reactors, etc. are not flood concerns. They track, devour, and become their prey. If a system cannot be made without basic aspects like money and tech levels, there’s little reason to do so. Ask yourself: do you really want to play a Flood that manufactures its own tanks?

If the developers have decided to tackle the Flood, I applaud them, because I think it can be done right.

Instead of a monetary system, what if the flood functioned under an Area-of-Influence, hive mind type system? The basic rule being exponential growth according to the amount of land occupied. Now what I mean by land occupied is your initial base, and the power to extend that base with various branches. When creating a branch, the player would choose its thickness, and that would determine its growth rate and durability. These tentacle-like structures can block roads, climb mountains, and most importantly, devour bases. It is up to the player to decide their direction and use. If part of a branch gets destroyed, the section no longer attached to the base ceases to grow.
Deploying flood units are closely tied to branch growth. The less of your hive mind power is used to build and extend branches, the more may be used to send flood into the world. However, the more ground you cover with branches, the more hive mind power is available to you. So it’s a balancing act. Maybe a dedicated slider on the base menu could control your desired balance of unit vs. branch production.

UNITS:

  • Spores - quick little buggers running around eating your face - Walking Spore Bombs - like boomers from left 4 dead ya know - Weird Spider things - They crawl on walls and shoot venom at your face (maybe anti-air) - Birds - Initial scouting unit. Various upgrades include dropping flood feces on unsuspecting passerby’s facesIt goes without saying that the Flood thrive on infecting infantry. Vehicles and aircraft? Not so much, traditionally speaking. Perhaps some unit upgrades could allow for machinery infection. Aircraft in particular I see having a major advantage against this whole branch system.

Overall I think this would be a proper basis for flood to function in HW2. Whether or not the technology is there to implement it, I have no clue. Anyway, flood for thought.

I appreciate the pun. I often worry about people asking for the flood for balance reasons, but this is closer to balance than I’ve seen anyone come up with. But this still has some issues, what if there are multiple flood leaders on a team? (I assume the flood do not interfere with their non flood teams mates, or this could invite trolls to trap their team?) There is limited space for them to grow without overlapping areas, and that would put them at a disadvantage, or they an overlap, but then it is twice as difficult for the enemy to get through. The flood would be incredibly weak to aircraft as you said. I think you have some good ideas, but I don’t think you can balance the flood and keep what makes them scary.

I was thinking they could overlap each other, but I completely agree with you. Multiple Flood players would get confusing quick. I came up with this model after staring mindlessly at a railroad map lol. If it can’t be done this way, I don’t see another and I wouldn’t want the devs to make a flood inconsistent with the Halo universe.

Yeah it creates a lot of issues. You could potentially have a mode where one person is the flood, but how you decide who it is and what they can do gets confusing. You came up with the most reasonable approach I have seen though, which is better than I could think of. Maybe the devs outdid both of us and put them in.

You know it doesn’t have to make sense right? You know multiplayer should not be directly tied to the lore and story. I will bring up an example. Zerg. Yes Zerg. Zerg is similar to the Flood in the sense that there is one Hive Mind much like the Gravemind is the Hive Mind for the Flood. Both spread quickly too, though in different ways of course. Do Zerg use resources? Like crystals and vespian gas? No, not at all. Zerg has nothing to do with both of those things. Zerg must eat to survive which is the only resource they need, food. They get nutrients from creep but they can hunt animals for food too. What you should have got from this is that it should not be directly tied to the lore how a race works in a RTS game. Otherwise Zerg would have to eat and spread creep to be able to train units.

You think way too deep into how Flood should be implemented. If you believe Flood has to infect everything and grow to a certain amount to do anything, you have already lost and started limiting yourself. Multiplayer should never be directly tied to the lore. Flood can easily get resources the same way as all the other races can and have the same resource or just change the name and it will be completely fine because it should not have to make that much sense. Gameplay go before lore in multiplayer. If you think Flood only has the role to infect people, vehicles, things then you have once again limited yourself. I say Flood infecting things as their gameplay can still be a thing but it should definitely not be their main working mechanic especially when Flood has a strong part that has never been fully touched on in all the Halo games.

You did not mention a strong part of the Flood which is their pure forms. You did mention the pure form from Halo 3 though. To be fair, if you have only played the games you would not know much about the pure forms at all. There is only one single pure form you can encounter in the games and that is the one in Halo 3 well Halo Wars 1 has a tank pure form much like the one in Halo 3 so i kinda want to combine both into one but you can do what you feel like. Pure forms are powerful. Incredibly strong with powerful abilities like regeneration, being able to regenerate destroyed limbs in 10 seconds. Though the pure form with that ability got cut from Halo 3 but I’m gonna keep it in as lore since the race that got cut does exist in the lore as well. 343i have to confirm regeneration is not a thing for a Flood pure form to make me believe it isn’t lore. But yes. Pure forms can become HUGE! Like the Gravemind can grow, as can pure forms if they have absorbed enough biomass. If you have watched Halo Legends they show a bunch of pure forms.

The thing is. There is a lot about the Flood pure forms we have never seen. There is so much potential and because of it, Halo Wars 2 can definitely have Flood as a playable race with no problems. Halo Wars 2 is bringing in a lot of new units never seen and heard from the Halo lore before. This is the perfect chance to expand on Flood and touch much more on their pure forms. We all know Flood main thing is to infect everything and spread in the lore but as i mentioned it should not be a main mechanic in a RTS multiplayer game, though it can still exist as a mechanic to an extent. They should be able to train units, especially pure forms the same way all the other races can. Though they can definitely mix it up a bit so it doesn’t feel like you are playing a reskinned race/faction. To remind you all again. Multiplayer should never be directly tied to the lore. Flood can be a playable race with not a single problem because lore is not a factor that should be held on to concerning gameplay when developing a RTS game, especially in its multiplayer mode.

Also don’t forget about the pure forms i wrote about. Don’t think Flood has nothing of its own against all the other races, other than making combat forms and infecting for their technology. Just in case someone thinks about this. I am aware how pure forms are created but as mentioned the game should not be strictly tied to the lore when it comes to gameplay. With all this i hope people can finally understand. There is zero problems to make Flood as a playable race. Edit. I need to mention this too. The problem is that people are trying figure out a way to implement Flood as playable using lore. That is not how you do it. You are instantly limiting yourself right there. Don’t do that. Think outside the box. I have said this a bunch of times but i really need to continue repeating myself to really make it stick in your minds. Lore should not be directly connected with gameplay in a RTS game and regarding gameplay mechanics. Especially multiplayer should not be tied to the lore. It limits a lot on what you can do.

“There is zero problems to make Flood as a playable race.”

There are plenty sir. I understand that you don’t want the concept of lore to bog down potential features of multiplayer, but just consider what that means for a Flood faction. Are you suggesting they function under the same template as UNSC/Covy, by building reactors, vehicle depots, supply pads etc.? If so, do they get their own unique vehicles and aircraft? That would have to be the case because there’s no way the devs would allow Flood to just build an infected scorpion or wraith. That’s the opposite of thinking outside the box. You cannot ignore the inherent combat triangle of infantry>vehicles<aircraft, which the flood is 1/3.

My biggest point is that I’d rather they scrap the Flood if it can’t be done right. I’m flexible enough to tolerate some form of resource/tech system, but manufacturing their own machinery would be hokey and unoriginal. I believe it can done with the simple infantry combat forms, as long as those forms contain anti-air, anti-vehicle, and anti-infantry, plus a heavy reliance on their infecting powers. The base branching idea is just that; an idea. And by the way, your constant reiteration of cutting ties from lore and multiplayer is not only redundant, but contradictory when you consider that all of your ideas posed for the flood faction come from previous titles and shows. You’re right though, there is plenty room to expand with new forms and such. Also I’ve barely skimmed the rest of the forums for flood ideas, so if you’ve been repeating yourself I can see where the frustration lies.

More problems I just thought of:

  • Base defense - what would replace turrets? Because flood building complex machinery is DOWN. RIGHT. HOKEY. POKEY. GARBAGE. - Pop Cap - If you hit that cap, whatever it may be, does that mean you can’t infect enemies any longer? That’d be a pain.

You’re thinking waay to hard about this.

Why should UNSC and Covenant work under the same template even? I don’t think that makes sense either. But it works for gameplay.
If we have a third or even fourth faction introduced we may be able to see some actual difference between Human and Covenant as well.

Even then, it wouldn’t actually be that difficult to make the Flood work under the basic template we have now.

Main base, Different stages of a “Mind”.

-Supplies: Growth pods that generate biomass
-Infantry Structure: Breeding grounds
-Generator and research: Mind pit that think
-“Vehicle factory”: Molding grounds
-“Aircraft factory”: Floaters
-Special structure: Pod launcher, automated artillery cannon that shoot out pods that come crashing down at target location, either containing infection forms or garrisoned units.

Vehicles can just be more massive organic units.
We’ve already seen flying units as well for flood in HW.

Turrets can just be external growths with special abilities.
-Base turret: Shoots spikes like one of the pure forms in Halo 3

-Anti Infantry: Sends out infection forms
-Anti Air: Spits out slowing mucus that also decrease their height, and the more mucus shot on them the lower they come, and when they touch the ground they explode. Or they fall when hit with enough mucus.
-Anti Vehicle: Acid spitting growth on the normal turret.

Make a different economy, like flesh or something (e.g. killing units give flesh, and their are flesh makers but they produce less than normal supply pads) Make each faction unique like C&C and Starcraft. Honestly the only problem would be a more unique faction than anything before it.

My idea would be basically for flood players change it from resources to biomass (FYI the resource crates would look different to flood players and probably should look different for each faction anyway)

I think if they can’t balance it they should make so kind of cool infection like mode for that game that would be crazy.

The Flood in Halo Wars 1 wasn’t designed to really be a faction, but could be altered. The units are not that powerful compared to UNSC/Covy units, but the base structures are similar. You have Nests/Dens/Colonies as compared to Firebases/Stations/Fortresses.

Nests/Dens can be used to create pure forms and infection forms. Remember the flood aren’t completely mindless. They gain the memories and abilities of there host. Similar to the Hw1 Spartan ability to hijack vehicles; flood can hijack both vehicles and units. Combat forms can be weak and inaccurate, but good close range anti infantry units.
The currency can change to available biomass for the nests or Graveminds.

I think it will be quite easy to bring in the Flood gameplay-wise. They will stretch the boundaries of Halo Wars 2 and enhance its gameplay by bringing in fresh new mechanics.

For example, I’ve got this cool idea about what they could do with the Flood. They could make an adaptation of some sort of Infection mode in Halo Wars 2, where it’ll be a full team of 3 players against one Flood super player , and at first the 3 players will start at tech level 1.

If the 3 player ‘survivor’ team does not defend their bases well against the powerful Flood player and one of them gets eliminated when his base and army gets destroyed, the eliminated player will go to the Flood team and be able to train Flood units to fight against his former allies; the survivors.

Although the Flood team may then have 1 more player to help its side, the remaining living survivor players will get upgraded to tech level 2, and be able to train more advanced units. Their max army populations will also slightly increase.

And thus the game will go on in this manner. If any number of survivors survives through 40 minutes, the surviving players will win. If the Flood team kills all survivors within the time limit, the intitial player to start on the Flood side and the first person to be infected will win.

Note that the Flood players will be more powerful than the survivors, making them a powerful threat that the suriviors will have to work together to defend against.

The Flood bases can be assaulted and ‘destroyed’, but this will only temporarily defeat and disable them for a few seconds, after which it will regrow with increased health than before.

Thus, if they could be implemented well into the game, they could be made into a pretty decent game mode.

> 2535405380102010;12:
> I think it will be quite easy to bring in the Flood gameplay-wise. They will stretch the boundaries of Halo Wars 2 and enhance its gameplay by bringing in fresh new mechanics.
> …
> Thus, if they could be implemented well into the game, they could be made into a pretty decent game mode.

Seeing as this thread hasn’t been posted in since mid-2016, I’d say you’ve already brought on the Flood :wink:

> 2533274861556949;5:
> You know it doesn’t have to make sense right? You know multiplayer should not be directly tied to the lore and story. I will bring up an example. Zerg. Yes Zerg. Zerg is similar to the Flood in the sense that there is one Hive Mind much like the Gravemind is the Hive Mind for the Flood. Both spread quickly too, though in different ways of course. Do Zerg use resources? Like crystals and vespian gas? No, not at all. Zerg has nothing to do with both of those things. Zerg must eat to survive which is the only resource they need, food. They get nutrients from creep but they can hunt animals for food too. What you should have got from this is that it should not be directly tied to the lore how a race works in a RTS game. Otherwise Zerg would have to eat and spread creep to be able to train units.
>
> You think way too deep into how Flood should be implemented. If you believe Flood has to infect everything and grow to a certain amount to do anything, you have already lost and started limiting yourself. Multiplayer should never be directly tied to the lore. Flood can easily get resources the same way as all the other races can and have the same resource or just change the name and it will be completely fine because it should not have to make that much sense. Gameplay go before lore in multiplayer. If you think Flood only has the role to infect people, vehicles, things then you have once again limited yourself. I say Flood infecting things as their gameplay can still be a thing but it should definitely not be their main working mechanic especially when Flood has a strong part that has never been fully touched on in all the Halo games.
>
> You did not mention a strong part of the Flood which is their pure forms. You did mention the pure form from Halo 3 though. To be fair, if you have only played the games you would not know much about the pure forms at all. There is only one single pure form you can encounter in the games and that is the one in Halo 3 well Halo Wars 1 has a tank pure form much like the one in Halo 3 so i kinda want to combine both into one but you can do what you feel like. Pure forms are powerful. Incredibly strong with powerful abilities like regeneration, being able to regenerate destroyed limbs in 10 seconds. Though the pure form with that ability got cut from Halo 3 but I’m gonna keep it in as lore since the race that got cut does exist in the lore as well. 343i have to confirm regeneration is not a thing for a Flood pure form to make me believe it isn’t lore. But yes. Pure forms can become HUGE! Like the Gravemind can grow, as can pure forms if they have absorbed enough biomass. If you have watched Halo Legends they show a bunch of pure forms.
>
> The thing is. There is a lot about the Flood pure forms we have never seen. There is so much potential and because of it, Halo Wars 2 can definitely have Flood as a playable race with no problems. Halo Wars 2 is bringing in a lot of new units never seen and heard from the Halo lore before. This is the perfect chance to expand on Flood and touch much more on their pure forms. We all know Flood main thing is to infect everything and spread in the lore but as i mentioned it should not be a main mechanic in a RTS multiplayer game, though it can still exist as a mechanic to an extent. They should be able to train units, especially pure forms the same way all the other races can. Though they can definitely mix it up a bit so it doesn’t feel like you are playing a reskinned race/faction. To remind you all again. Multiplayer should never be directly tied to the lore. Flood can be a playable race with not a single problem because lore is not a factor that should be held on to concerning gameplay when developing a RTS game, especially in its multiplayer mode.
>
> Also don’t forget about the pure forms i wrote about. Don’t think Flood has nothing of its own against all the other races, other than making combat forms and infecting for their technology. Just in case someone thinks about this. I am aware how pure forms are created but as mentioned the game should not be strictly tied to the lore when it comes to gameplay. With all this i hope people can finally understand. There is zero problems to make Flood as a playable race. Edit. I need to mention this too. The problem is that people are trying figure out a way to implement Flood as playable using lore. That is not how you do it. You are instantly limiting yourself right there. Don’t do that. Think outside the box. I have said this a bunch of times but i really need to continue repeating myself to really make it stick in your minds. Lore should not be directly connected with gameplay in a RTS game and regarding gameplay mechanics. Especially multiplayer should not be tied to the lore. It limits a lot on what you can do.

I think many people are getting confused that multiplayer needs to tie into the lore of the game. I like your approach to the situation.

One of the ways I could see them implementing it is to add a new gamemode where one player is the flood and another 1 to 3 player/s are the UNSC/Banished.

> 2533274795123910;7:
> You’re thinking waay to hard about this.
>
> Why should UNSC and Covenant work under the same template even? I don’t think that makes sense either. But it works for gameplay.
> If we have a third or even fourth faction introduced we may be able to see some actual difference between Human and Covenant as well.
>
> Even then, it wouldn’t actually be that difficult to make the Flood work under the basic template we have now.
>
> Main base, Different stages of a “Mind”.
>
> -Supplies: Growth pods that generate biomass
> -Infantry Structure: Breeding grounds
> -Generator and research: Mind pit that think
> -“Vehicle factory”: Molding grounds
> -“Aircraft factory”: Floaters
> -Special structure: Pod launcher, automated artillery cannon that shoot out pods that come crashing down at target location, either containing infection forms or garrisoned units.
>
> Vehicles can just be more massive organic units.
> We’ve already seen flying units as well for flood in HW.
>
> Turrets can just be external growths with special abilities.
> -Base turret: Shoots spikes like one of the pure forms in Halo 3
>
> -Anti Infantry: Sends out infection forms
> -Anti Air: Spits out slowing mucus that also decrease their height, and the more mucus shot on them the lower they come, and when they touch the ground they explode. Or they fall when hit with enough mucus.
> -Anti Vehicle: Acid spitting growth on the normal turret.

I love the idea mate.

In another thread, “Halo Wars 2 Leader DLC”, I thought about what the Leader Power could possibly be if The Flood Leader was The Gravemind.
-Gravemind’s Presence
-Gravemind’s Presence gives bonus defense, reduce build time and 2401 Penitent Tangent guarding the base. When activated, player selects a main/mini base for Gravemind to teleport to that location.

I feel if we’re talking about The Gravemind from Halo 2-3, we can corporate The Flood + Forerunner together. Captured 2401 Penitent Tangent controls The Ark’s Portal systems, Sentinels, and bring back those Sentinel Enforcers from Halo 2.

> 2533274795123910;7:
> You’re thinking waay to hard about this.
>
> Why should UNSC and Covenant work under the same template even? I don’t think that makes sense either. But it works for gameplay.
> If we have a third or even fourth faction introduced we may be able to see some actual difference between Human and Covenant as well.
>
> Even then, it wouldn’t actually be that difficult to make the Flood work under the basic template we have now.
>
> Main base, Different stages of a “Mind”.
>
> -Supplies: Growth pods that generate biomass
> -Infantry Structure: Breeding grounds
> -Generator and research: Mind pit that think
> -“Vehicle factory”: Molding grounds
> -“Aircraft factory”: Floaters
> -Special structure: Pod launcher, automated artillery cannon that shoot out pods that come crashing down at target location, either containing infection forms or garrisoned units.
>
> Vehicles can just be more massive organic units.
> We’ve already seen flying units as well for flood in HW.
>
> Turrets can just be external growths with special abilities.
> -Base turret: Shoots spikes like one of the pure forms in Halo 3
>
> -Anti Infantry: Sends out infection forms
> -Anti Air: Spits out slowing mucus that also decrease their height, and the more mucus shot on them the lower they come, and when they touch the ground they explode. Or they fall when hit with enough mucus.
> -Anti Vehicle: Acid spitting growth on the normal turret.

Dude - that`s awesome!

> 2535405380102010;12:
> I think it will be quite easy to bring in the Flood gameplay-wise. They will stretch the boundaries of Halo Wars 2 and enhance its gameplay by bringing in fresh new mechanics.
>
> For example, I’ve got this cool idea about what they could do with the Flood. They could make an adaptation of some sort of Infection mode in Halo Wars 2, where it’ll be a full team of 3 players against one Flood super player , and at first the 3 players will start at tech level 1.
>
> If the 3 player ‘survivor’ team does not defend their bases well against the powerful Flood player and one of them gets eliminated when his base and army gets destroyed, the eliminated player will go to the Flood team and be able to train Flood units to fight against his former allies; the survivors.
>
> Although the Flood team may then have 1 more player to help its side, the remaining living survivor players will get upgraded to tech level 2, and be able to train more advanced units. Their max army populations will also slightly increase.
>
> And thus the game will go on in this manner. If any number of survivors survives through 40 minutes, the surviving players will win. If the Flood team kills all survivors within the time limit, the intitial player to start on the Flood side and the first person to be infected will win.
>
> Note that the Flood players will be more powerful than the survivors, making them a powerful threat that the suriviors will have to work together to defend against.
>
> The Flood bases can be assaulted and ‘destroyed’, but this will only temporarily defeat and disable them for a few seconds, after which it will regrow with increased health than before.
>
> Thus, if they could be implemented well into the game, they could be made into a pretty decent game mode.

thats a broken mechanic please stop. cool but would be so stupid in gameplay.

> 2535417115316355;14:
> > 2533274861556949;5:
> > You know it doesn’t have to make sense right? You know multiplayer should not be directly tied to the lore and story. I will bring up an example. Zerg. Yes Zerg. Zerg is similar to the Flood in the sense that there is one Hive Mind much like the Gravemind is the Hive Mind for the Flood. Both spread quickly too, though in different ways of course. Do Zerg use resources? Like crystals and vespian gas? No, not at all. Zerg has nothing to do with both of those things. Zerg must eat to survive which is the only resource they need, food. They get nutrients from creep but they can hunt animals for food too. What you should have got from this is that it should not be directly tied to the lore how a race works in a RTS game. Otherwise Zerg would have to eat and spread creep to be able to train units.
> >
> > You think way too deep into how Flood should be implemented. If you believe Flood has to infect everything and grow to a certain amount to do anything, you have already lost and started limiting yourself. Multiplayer should never be directly tied to the lore. Flood can easily get resources the same way as all the other races can and have the same resource or just change the name and it will be completely fine because it should not have to make that much sense. Gameplay go before lore in multiplayer. If you think Flood only has the role to infect people, vehicles, things then you have once again limited yourself. I say Flood infecting things as their gameplay can still be a thing but it should definitely not be their main working mechanic especially when Flood has a strong part that has never been fully touched on in all the Halo games.
> >
> > You did not mention a strong part of the Flood which is their pure forms. You did mention the pure form from Halo 3 though. To be fair, if you have only played the games you would not know much about the pure forms at all. There is only one single pure form you can encounter in the games and that is the one in Halo 3 well Halo Wars 1 has a tank pure form much like the one in Halo 3 so i kinda want to combine both into one but you can do what you feel like. Pure forms are powerful. Incredibly strong with powerful abilities like regeneration, being able to regenerate destroyed limbs in 10 seconds. Though the pure form with that ability got cut from Halo 3 but I’m gonna keep it in as lore since the race that got cut does exist in the lore as well. 343i have to confirm regeneration is not a thing for a Flood pure form to make me believe it isn’t lore. But yes. Pure forms can become HUGE! Like the Gravemind can grow, as can pure forms if they have absorbed enough biomass. If you have watched Halo Legends they show a bunch of pure forms.
> >
> > The thing is. There is a lot about the Flood pure forms we have never seen. There is so much potential and because of it, Halo Wars 2 can definitely have Flood as a playable race with no problems. Halo Wars 2 is bringing in a lot of new units never seen and heard from the Halo lore before. This is the perfect chance to expand on Flood and touch much more on their pure forms. We all know Flood main thing is to infect everything and spread in the lore but as i mentioned it should not be a main mechanic in a RTS multiplayer game, though it can still exist as a mechanic to an extent. They should be able to train units, especially pure forms the same way all the other races can. Though they can definitely mix it up a bit so it doesn’t feel like you are playing a reskinned race/faction. To remind you all again. Multiplayer should never be directly tied to the lore. Flood can be a playable race with not a single problem because lore is not a factor that should be held on to concerning gameplay when developing a RTS game, especially in its multiplayer mode.
> >
> > Also don’t forget about the pure forms i wrote about. Don’t think Flood has nothing of its own against all the other races, other than making combat forms and infecting for their technology. Just in case someone thinks about this. I am aware how pure forms are created but as mentioned the game should not be strictly tied to the lore when it comes to gameplay. With all this i hope people can finally understand. There is zero problems to make Flood as a playable race. Edit. I need to mention this too. The problem is that people are trying figure out a way to implement Flood as playable using lore. That is not how you do it. You are instantly limiting yourself right there. Don’t do that. Think outside the box. I have said this a bunch of times but i really need to continue repeating myself to really make it stick in your minds. Lore should not be directly connected with gameplay in a RTS game and regarding gameplay mechanics. Especially multiplayer should not be tied to the lore. It limits a lot on what you can do.
>
> I think many people are getting confused that multiplayer needs to tie into the lore of the game. I like your approach to the situation.

lol be more concise when talking about stuff. you’re right to. opps ment this for just win