Gameplay concept
Posted: 30 Jan 2017 06:13
Calculating MP data on client? [sub]Yeah, that would be fair...[/sub]
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.
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.