Game Discussions Star Citizen Discussion Thread v12

Okay, so this was in response to my suggesting it's basically going to be instancing.

Not really.
For exemple, you have a space station with 20 players in and around it. The station is managed by a dyn server which always exist (because there is always players in it).
Arrival of an Idris with 30 pirates players. The Idris use it's own dynamic server that will exist inside the zone of the station server as long as it's stay around it.
I'm not sure what you're suggesting here. The 20 players at the station are in one server, the 30 new pirate arrivals are in their server on the ship.

  1. Are you suggesting the 20 and 30 groups should dynamically merge on to the same server when the code decides they are able to interact? Won't that mean potential for complex boundary crossing with combat, bullets etc?
  2. Or are you suggesting the 20 and 30 people groups won't be merged into one server? In which case there's no advantage over instancing. In fact it would be worse, as there wouldn't even be an attempt (as in ED) to connect players together on arrival at a location.
I'm guessing you mean 1? I think that's what dynamic server meshing is supposed to do.


Exemple 2: you have a dyn server for a space station that usually manage 50 players in and around the station. A player event is taking place with 100 players, you can split the usual dyn server by 2 servers : one for the outside of station, one for the inside. You can also split the inside of the station with one server for each floor of the station.
So this would mean huge numbers of boundary crossing server events, for people, objects, bullets, plushies, top hats etc, at the station inside, outside, floor etc level.

I've never been involved in networking code, but this sounds terrifying!
 
oh LA ...

edit:
Static Meshing

100 players for Stanton = 1 server
100 players for Stanton + Pyro = 2 servers
100 players for Stanton + Pyro + Terra = 3 servers

Dynamic Meshing done right
100 players for Stanton = 1 server
100 players for Stanton + Pyro = 1 servers
100 players for Stanton + Pyro + Terra = 1 servers

I think you're wrong on the second bit, especially since as i understand CIG want to carve up individual systems into multiple zones and have severs handle different parts as needed.

With DSM it could be 1 server if all 100 players are in Stanton, but then some go over to Pyro and they still need 2 servers. Now if everyone moved from Stanton to Pyro, then they could spin down the Stanton server.
 
So, is it the Pyro as it will come to the PU or a Playground-not-Pyro? There was some indigestion on the Spectrum that this new system is very different from the promised Pyro. It is smaller, has more stations and no lava planet.

Starfarer owners had their dreams of refuelling players in Pyro squashed without any word of apology.

Just par for the course with CIG. They talk big about things they haven't done, when things are in concept, but the reality when implemented is usually quite different.
 
With DSM it could be 1 server if all 100 players are in Stanton, but then some go over to Pyro and they still need 2 servers. Now if everyone moved from Stanton to Pyro, then they could spin down the Stanton server.
yeah, I was thinking more about that and you have a point - but the basic thing with DSM is that the servers map to groups of ppl - 100 at the moment - so DSM scales with ppl, not system counts.

For example if you had 33 ppl in Terra, 33 in Pyro and 33 in Stanton then it is 3 servers, one per system. DSM can degrade down to SSM, and will probably never be ideal, but you can see how CiG can squish more ppl in - where with SSM they just have to add more servers. Plus hopefully there are more than 100 players, so you get to use some of those 67 places that are free in that example :)
 

...we are farther than what we thought with the functional system we have now...

And the memory hole eats the Q3/Q4 2022 target for SSM that Benoit and friends gave... Nomnomnom
 
A server for every Concierge!

Bargain...

Exactly.

There is no reason, except for building a flying death trap, for a starship designed to operate where it may come under hostile fire, for a ship not to provide multiple redundancies to keep the crew alive and focusing on the task at hand: keeping the ship from being destroyed.

The first task in prepping for combat should be lowering cabin pressure. There’s no need to risk explosive decompression, let alone a fire, by not having the ship interior be as close to a vacuum as possible.

For the crew themselves, their sealed flight suits naturally should have a supply of O2. Their crew station should have a much larger reservoir, which they can attach their flight suit to at the start of combat. And that larger reservoir should connect to the ship’s life support system… which no longer needs to maintain a pressurized environment for crew comfort, and is thus way more efficient.

edit: fixed a typo
I don't understand what is your point. You say the same thing than me when I talk about the Hammerhead and that they should vent before the take off.
 
I don't understand what is your point. You say the same thing than me when I talk about the Hammerhead and that they should vent before the take off.

I did not same the same thing as you. This is what you described initially:

Just imagine that you and your whole crew only have 10 minutes of oxygen with your helmets. You can vent the whole ship but everyone would have to use an oxypen every 10 minutes (and everybody should have some in their inventory). And imagine also that venting a whole ship like the 890 takes 5 minutes and voilà, almost nobody will vent it before take off.
In fact it can be something cool. Taking the time to vent a Hammerhead that is more prone to fire (because combat ship) will be something a wise pilot should do at each take off with the whole crew getting some oxypens. And as you have only 4 quick access to pen, you must choose if you take 2 medipen/2oxypen or 3 medipen/1 oxypen, etc.

This is, without a doubt, the most ridiculous thing I've read about this game. It's simply bad design. No combat ship engineer in their right mind would design a ship in this manner. Anyone who's given a single thought about "how would you survive combat at your duty station" would find the fool who designed their ship the way you describe and keel haul them. Then they would jury rig an 02 supply to their duty station to plug their flight suit into, so you'd have hours of O2 available to you, unless you need to leave your station.

Which you wouldn't need to do, because there would be no oxygen to feed a fire, so you wouldn't need to fight one in the first place.

The only people who think a pressurized oxygen-rich environment is a good thing to have in a ship about to go into combat are Hollywood producers, who don't want to cover the faces of those expensive actors they hired with some kind of helmet.
 
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