A client-server model with up to 32 or 64 players hosted by FDEV is something most people wouldn't pay for monthly. It's also way to costly for such a niche game. It also doesn't make much sense if these 32 players are spread over the whole galaxy.
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Hehe, no. Unless you are claiming that the game is so low on population that single users logging on and off already have a significant impact, this is technically not true.
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What i mean is: let's assume that the game is only changed in one aspect: instead of a users PC being the "server", this task will now be done covered by actual servers. (I know that the players PC is not called server here, but technically whenever several players are in one instance, the PC of one player is the master and controls what's going on there. So it does the most basic job of a game server. ) So the game would still be on the same instance size limitations. As long as the game slices itself like this CPU and Memory useage would scale in a linear fashion to the number of active players. And when you look at network traffic, you'll find that sure it goes up exponentially when a single instance gets more and more players, but as the instances are capped and spread out, the big picture would show a linear increase.
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On the other hand, if you actually would change the infrastructure to significally bigger instances (more than the game could currently handle, so it's a theoreical thing), you would find that the useage of CPU, Memory and network scale faster than the userbase. So actually if this is such a niche game as you claim, it'd be at the very low end of operational costs.
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The actual expencive part in this case are: humans. An administrator or developers gets his monthly salary, no matter how few or many people play.
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That all being said, i also think that the game would profit a lot from a central server infrastructure, and it's even not impossible to do. Switching from a centralized structure to P2P is a lot of work, but switching from P2P to a centralized structure is comparatively easy. Having actual servers would allow to eliminate a number of issues and would provide the option to add some mechanics to smoothen out gameplay. The primary example are methods to hide latency issues, aka lag. While you technically can't prevent lag to happen, there's a number of solutions around to make it less visible. But all of them require a central authority with its own clock.
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In a P2P setup one players machine has authority. This disallows the useage of those methods. (And that's before even considering how much power you hand to the owner of the PC just mastering an instance. By design P2P is open to memory manipulation cheats, for example. There's one theoretical cure around: encrypt everything you put into memory. On the practical side, i doubt any game currently does that, as the game then would be more busy encrypting and decrypting than to actually do anything else.
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That all being said, i know we won't get a switch. There are other games out there, which are buy2play or even f2p, making their money with cosmetics and maintaining a server infrastructure which allows more players than this games instance sizes. But by using P2P a few bucks are saved and i doubt that FD will ever change that.
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