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Quadro
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Gameplay concept

30 Jan 2017 04:13

Calculating MP data on client? Yeah, that would be fair...

Anyway, I thought about this concept a little, and now I think, that it's all possible to actually implement with a good part of math.
Server could calculate, for example, resource data with frequency tied to closest player's range to this resource. It's gain/loss could be multiplied on the delta-time since the last view, so no player presence would be required 24*7 for economy to flow. Though, trail-calculating the gain itself in such a variety of variables may be kind of a tough question to solve, due to complexity of orbital mechanics and local situations in smaller time fractions. Or taking care of such little details, like allowing heightmap-survey redownloads to client only once per hour, as well, as making downloads queue for players for decreasing DDOS risks.
Anyways, even this complex system would be much less lagging, than the one at EVE. Instead of thousands players, this game would likely be supporting only hundreds at the same time. Instead of hundreds variables recalculating 10 times per second, most of the time, only around 50 variables would need to be calculated each 2 seconds. So, processing powers would be required less in thousands of times, turning the server cluster into a single dedicated PC. And it's all because real space games are a lot more slowly paced, than those in arcade space with constant pew-pewing.
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John Boone
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Gameplay concept

30 Jan 2017 20:07

are there plans to  implement models for the space probes that that have and do populate the solar system? similar to NASA's "eyes on the solar system" but also including probes from other space agencies with known orbital elements.
Maybe it’s a little early. Maybe the time is not quite yet. But those other worlds — promising untold opportunities — beckon. Silently, they orbit the Sun, waiting -Carl Segan
 
jeansagittarius
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07 Feb 2017 15:21

I play 2 years on this simulator and its best, better elite dangerous because u can go everywhere on space its illimited travel and i try the travel interstellar movies its very funny ;) thanks devs its amazing space simu 
 
zumruk
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Gameplay concept

10 Feb 2017 04:09

I don't get the time scale the game is based on.
Are all the durations you gave real time?
Surely harvesting hydrogen from gas giants and mining asteroids for ammonia shouldn't take months of real time?
Just wanted to clarify.
 
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Speedademon
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Gameplay concept

02 May 2017 05:37

But how about time warp? Time warp can be a serious problem in multiplayer. 
With Timewarp, sync between player will be problem. Without timewarp, players should wait mituites or even hours for orbital maneuvering.
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NathanKerbonaut
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Gameplay concept

02 May 2017 05:55

Speedademon wrote:
Source of the post But how about time warp? Time warp can be a serious problem in multiplayer. 

I remember there used to be a mod called DarkMultiplayer that added multiplayer in Kerbal Space Program, and it had an interesting solution for timewarp. The player could warp as much as they wanted to, but whenever they did so they would "de-sync" from the rest of the players, and thus would have to "re-sync" with the world after they were done.
I'd imagine this would result in players appearing to instantly teleport to new locations every time they synced back, but I wouldn't be too bothered by that if it all works.
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problemecium
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Gameplay concept

02 May 2017 11:52

I think DarkMultiplayer is still a thing. There's still threads popping up about DMP servers now and then at least.
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MacherSvK
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Gameplay concept

15 May 2017 08:34

I honestly can NOT wait until the full release! Even this concept alone sounds AMAZING!  :geek: But Iam quite confued about time acceleration, will it be present in the online mode? And if so, how will it affect other players? I think it wuld be kinda unbearble to WAIT IN REAL TIME for something to happen, as you said here:
SpaceEngineer wrote:
Source of the post To harvest ammonia from that comet, you need 18 km/s and 6 months of time, but to harvest ammonia from this icy moon, you need 45 km/s and just 2 days



[url=https://www.google.sk/search?client=firefox-b-ab&q=release&spell=1&sa=X&ved=0ahUKEwiKmubjmfLTAhWjQJoKHeV4BjEQvwUIIigA][/url]
 
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DoctorOfSpace
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15 May 2017 08:54

MacherSvK wrote:
Source of the post will it be present in the online mode?

If there is time acceleration in an online version and players have out of sync clocks, then there will need to be a mechanic to bring their clocks together.  It is entirely possible to do this
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MacherSvK
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Gameplay concept

15 May 2017 09:11

DoctorOfSpace wrote:
Source of the post If there is time acceleration in an online version and players have out of sync clocks, then there will need to be a mechanic to bring their clocks together.  It is entirely possible to do this

Yes. If there wuld be some kind daily server mainenece, it culd synchronize the clocks during the maintenece. Or maybe some kind of ''Master clock'' where there wuld be set time tracked by the server, and players culd sync whit it. But only players synced whit this ''master clock'' culd interact whit other players.
 
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Cesare
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17 Jun 2017 06:35

The current gameplay of Space Engine does not have enough features.

The type of gameplay features that Space Engine really needs to have is the ability to do missions and quests. For example, build a spacecraft on Earth, then embark on a journey to Mars.
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Mosfet
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Gameplay concept

17 Jun 2017 06:39

Cesare, if you read the first post of the thread (and others) you'll see you're more or less repeating intended goals of the game.
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Sigma
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Gameplay concept

22 Jun 2017 18:44

Will the game be solely multiplayer or will there be an offline also?
 
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HarbingerDawn
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Gameplay concept

22 Jun 2017 23:14

Sigma wrote:
Will the game be solely multiplayer or will there be an offline also?

The initial game will be single player.
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