This happens once and in the end, if you won this war, you are able to decide if you wanna continue as a republic or forge an empire.
![alliances observing the deadlock alliances observing the deadlock](https://petrofilm.com/yahoo_site_admin/assets/images/fb2a060aaa337f928a0f821d3453f3e6.9204230_std.jpg)
That's because it's not a campaign they did in TW(Shogun 2, Rome 2 and squels), they're rather offering a coop 'conquest' with some campaign related events. It's more about reacting strategically and tactically to events than experience a story that takes you with its drive. For example you've got the well-known total war series, which claims to have a coop campaign, because it has got about two different kinds of events, listed below, but no story to be typically told. Now in this special case/genre it's quite a bit more complicated to get a clear definition, because a lot of developers defined the word "Campaign" here a bit different, according to the type of strategy game they made. In RPGs and sort of shooters there's not much space to missunderstand a coop campaign, because mostly it's playing alongside another player as a team against AI, mostly while following a storyline until it's finished. (If you wanna skip from "inspiration" straight to the "suggestions", please look for the "II. Inspirations In order to synchronize our initial positions some facts/examples: It's as if the hacking and the running around in Deus Ex were split into two games, one for each player. Now the hacker has to intercept the phone call and answer it himself. Eventually the security guard calls the office to ask if the HR department is expecting a new trainee. The security guard starts asking questions and now the hacker has to find the corresponding emails on the company server to quickly gather the needed info so the field agent can keep the conversation going. The field agent has to pick dialogue options like in a rpg. One of the greatest scenes is when the field agent is trying to get past a security guard, telling him a cover story about wanting to meet with the HR department about a job offer. The field agent meanwhile is playing a stealthy shooter game in 3rd person. Your view of the game is literally a computer inferface. The hacker gets to view security cameras to look after the field agent, he hacks networks, opens doors, and uses drop offs to help the field agent. One player plays the field agent and the other player the hacker. Totally different genre though, but I still want to recommend it. "Clandestine" is a great game for asymmetrical coop.
ALLIANCES OBSERVING THE DEADLOCK MOD
Supreme Commander Forged Alliance with the FAF mod has coop campaign. make cutscenes skippable if both players press skip
ALLIANCES OBSERVING THE DEADLOCK HOW TO
It would add a totally new layer of strategy to the game if you had to think and discuss who picks what "role" and how to complement each other. You could also lock one player out of certain techs / roles / perks / whathaveyou if the other player picks them. Make it so that 2 different specialized fleets are more successful than 2 balanced almost identical fleets. So you don't win by throwing more identical ships at the enemy, but by shaping 2 specialized fleets that complement each other. this means that having 2 players doesn't simply increase the amount of player controlled ships, but that each player has to specialize his fleet in his own way. include some asymmetrical aspects into the cooperation
![alliances observing the deadlock alliances observing the deadlock](https://vignette.wikia.nocookie.net/dragonage/images/7/77/DAI-ringicon1-rare.png)
have 2 players / fleets acknowledged by the game's story increase enemy fleets / difficulty accordingly
![alliances observing the deadlock alliances observing the deadlock](https://petrofilm.com/yahoo_site_admin/assets/images/-_00-2.238233956_std.png)
each player has his own fleet that he controls and manages increase enemy fleet size slightly to keep the balance (if impossible because you are already rendering max units, increase their strength) give each player half of the fleet to control while increasing fleet size so both players always have something to do both players get the story together for simplicity sake both players are adressed as the same player so you can just keep the story and dialogue, you don't have to create a new "2 player story" with 2 player personas in mind