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The developers of the exciting tactical shooter Mavericks [Official Site] have confirmed again that a Linux version will come. They've now announced that it will launch for Windows on September 20th for their special Founders (later for everyone else), which isn't exciting for us obviously. However, that same blog post does have this note:

Q: System Specs

Windows, DX11, with modern CPU and GPU (These specifications remain vague as we work on optimization throughout the Forge period). For full launch we are working on linux, mac and console along with lower end PC's and laptops.

This is great, because they did say a few months ago that Linux would be supported, so seeing up to date confirmation on this is good news for us.

For those who haven't followed it at all: it's an open-world tactical shooter with a 1000-player last-man-standing game mode and it features player progression too. They're aiming to "reshape the core battle royale experience" and it does sound pretty good. Instead of everyone dropping in at once, players will drop in waves with an eventual cut-off point. They're planning multiple game modes, to be added as development progresses along with some sort of in-game social hub where you will be able to trade.

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I really hope this is good, but it's obviously hard to get a feel for it and what they're trying to achieve without being able to actually play it. Hopefully they won't let us down, one to keep an eye on for sure.

Hat tip to NuSuey.

Article taken from GamingOnLinux.com.
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9 comments

rkfg 30 Aug, 2018
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QuoteMavericks is a revolutionary MMO tactical shooter developed by Automaton in partnership with Improbable and CryTek
Interesting. This might mean they are ready to release CryENGINE on Linux. Big if true.
GustyGhost 30 Aug, 2018
If it is unshackled from copy "protection" schemes then I'm in.
pete910 30 Aug, 2018
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Unfortunately Vulkan and Tryengine don't seem to be a priority for the crytech guys
STiAT 30 Aug, 2018
With that specs they'll look into a dxvk/wine/proton port rather than a native port.
Leopard 30 Aug, 2018
Quoting: STiATWith that specs they'll look into a dxvk/wine/proton port rather than a native port.

Why you said like that?

Linux was already a platform for that game before Proton.

I still prefer native ports.

Proton is a solution for:

1-) For games that have no chance for a Linux port

2-) Without giving access to their already owned catalog , new users won't come.

Native ports are still way to go , Proton is an emergency solution , last resort.
GustyGhost 31 Aug, 2018
[quote=Leopard]
Quoting: STiATNative ports are still way to go , Proton is an emergency solution , last resort.

Only time will tell if that is true or not.
razing32 31 Aug, 2018
Quotea 1000-player last-man-standing game mode

Jesus
If they pull that off , that's amazing
Ehvis 31 Aug, 2018
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Quoting: razing32
Quotea 1000-player last-man-standing game mode

Jesus
If they pull that off , that's amazing

But will it add anything? The difference between a 10 person game and a 100 person game is that it adds a "loot" stage to the game while still having to watch your back. This required a bigger map and more players to pull off. But what will they do with a thousand players? You could make the map bigger, which would make games longer than they need to be. Making it busier would make things very chaotic from the start. They could also change the game concept entirely and make something that doesn't resemble the current BR games. Obviously, the latter would be the most interesting.
14 31 Aug, 2018
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Quoting: Ehvis
Quoting: razing32
Quotea 1000-player last-man-standing game mode

Jesus
If they pull that off , that's amazing

But will it add anything? The difference between a 10 person game and a 100 person game is that it adds a "loot" stage to the game while still having to watch your back. This required a bigger map and more players to pull off. But what will they do with a thousand players? You could make the map bigger, which would make games longer than they need to be. Making it busier would make things very chaotic from the start. They could also change the game concept entirely and make something that doesn't resemble the current BR games. Obviously, the latter would be the most interesting.
If they control starting location density by spawns instead of parachuting, it could work without making the map too large. Way more action. Map shrinks sooner. There are definitely ways to make 1,000 players work while balancing session length, I think.
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