Segmented Quotes are usually a very bad sign in any Discussion.
I don't feel like competitive re-quoting and answering of any statement, it always turns out into meaningless hair splitting in less than 3 iterations.
If you're an experienced Forum Mod, you should know
Heh. Nah, I disagree
I think that it helps enormously in focusing the discussion on the main arguments. Especially when responding to large posts. Readers can very easily go to the source if needed.
The Game I talked about was AirWarrior, back in the days a surprisingly massive Game spanning over a huge Playground for its time.
If I am not mistaken, and as far as I can tell, AirWarrior is more akin to WarThunder than Elite, i.e. a scenario or arena based multiplayer game. I was obviously referring to persistent world MMOs such as EVE, WoW etc.
On the networking limitations, the FDev P2P will always be the limiting factor. Again, no difference if Cockpits are used or the environment is an FPS.
If anything, latency and quality of service will become even more paramount. Competitive FPS and latency/P2P/Packet loss don't go hand in hand very well.
And yet, even server based games that are not P2P (but that are also twitch based cockpit simulation experiences like Elite), such as WarThunder or DCS cough their lungs out when you have more than 20-30 players in a multiplayer battle. Twitch based simulations require a much higher amount of information transmitted in real time (or as close to it as allowed by current tech) than mouse point and click based games that even may allow mechanics like time dilation (EVE) and that are not so preoccupied for the real time twitch accuracy skills required in sims.
As far as I am aware, Elite is the only (unless exception found) persistent world MMO using a twitch based cockpit simulation experience to drive it. Most of the main persistent world MMOs out there (unless exception found) are mouse point and click experiences that do not need those more demanding twitch requirements on network.
On the lost Experience, you can read it on Wikipedia yourself. Some 30 staff was laid off after the project was scrapped and it all is nearly a decade ago.
Doesn't take more than common sense and a bit or combination to assess how much experience is left and how much a decade old IP and its abandoned code is still worth these days.
As impressed as I am about you referring to wikipedia
the reality of many business is that people move on at some point or anther. Thankfully those companies do not need to start from scratch every time that happens. Knowledge, best practices, processes, tools, lessons learned etc are all kept in those companies and maintained precisely to allow them to continue in business and to even refine and improve their core activities.