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Star Citizen Multiplayer Details

A lengthy post on the Roberts Space Industries Website offers new information on Star Citizen, the upcoming crowd-sourced space simulator from Wing Commander architect Chris Roberts (thanks Bruno and Matt). Chris describes his unrealized ambitions for an MMO version of Freelancer, and how: "With Star Citizen I was determined to combine what I wanted to achieve with Freelancer, with the personal experience that I think both Wing Commander and Privateer were so strong with." He goes into great detail on multiplayer gameplay and balance after outlining how multiplayer will dispense with the kind of shards of which he is not a fan:

In Star Citizen there is going to be one persistent universe server that everyone exists on. So you will never be separated from your friends, and if you want you’ll be able to join up and adventure together, you can. Due to the fidelity of the dogfighting and physics simulation we can’t however handle thousands of players in the same area of space. Even if you had enough internet bandwidth to handle the data going back and forth and a super computer for the server there’s no PC, even with quad SLI that could render that many spaceships with Star Citizen’s fidelity.

So the “magic” of Star Citizen’s multiplayer design is how we combine a persistent universe with a more traditional (and easier to implement) temporary multiplayer “battle” instance.

The way it works is that the persistent universe server, which we’re calling the Galaxy Server, keeps track of all players’ assets, group relationships and locations inside the Star Citizen universe. As the Galaxy server isn’t handling any realtime action it can handle our complete player base, which right now would be about 45,000 players, but is designed to be able to scale to millions if need be. The other key thing the Galaxy Server does is dynamically place players based on their location, skill level, alignment and player versus player (PvP) preference into battle instances. Think of a “battle” instance like a Battlefield 3 multiplayer session or a World of Tanks Battle with the key difference that the selection of players is done transparently and is “in fiction”.

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12. Re: More Big Picture Details Nov 11, 2012, 18:00 HorrorScope
 
I look forward to this and seeing how it turns out. I know when there was a golden age of Space fighters, the thing I wanted next was to take that and make it MP. At that time that was the next step. Not extinction.  
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11. Re: Star Citizen Multiplayer Details Nov 11, 2012, 17:55 sir
 
Off topic, Flatline, I'll see your "you're not even wrong, you're not part of this conversation any more", and raise you a "I've lost the argument, so I'll pretend I haven't seen your response."  
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10. Re: Star Citizen Multiplayer Details Nov 11, 2012, 17:52 Julio
 
I guess this means no personal servers to avoid paying microtransaction fees. Feeling better all the time about not funding this.  
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9. Re: Star Citizen Multiplayer Details Nov 11, 2012, 17:38 peteham
 
shinchan0s wrote on Nov 11, 2012, 17:07:
*Enters some random starbase*

"WTS tachyon cannon iv"
"WHO'S UP FOR RAIDING KILRAH?"
"u want 2 buy credits real cheap"
"stealth fighter lfg omega quadrant"
"looking for repair ship 4 omega"
Oh good gawd, it's my worst nightmare come to life!

Also: LOL
 
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8. Re: Star Citizen Multiplayer Details Nov 11, 2012, 17:37 Flatline
 
Cutter wrote on Nov 11, 2012, 14:47:
The more I hear the more I'm glad I haven't given him a penny.

Yeah same here. Sadly.

And I've seen this setup before. It's called... wait for it... GUILD WARS.

He's using the same basic setup as guild wars 1, only with some refinements it sounds like so you don't have IRC channels with graphics and only 4 people at a time running around in an instance.

I'm also not cool on this whole "not-real time" service the "servers" are going to be providing. That's an awful lot of trust to put into the client, and if this game is even remotely popular, you'll have hackers getting into it in no time and destroying the game.

And I'm also wary of this engine now. X-Wing Alliance managed 128 fighters at once (plus cap ships) over 10 years ago. I forgot how many assets Freespace 2 can run, but it's a lot these days if you look at Diaspora. The thing of it is, in a space sim, you're not rendering terrain geometry. At all. Which frees up a *lot* of polygon pushing and texturing for fighters and ships. Even lighting, while important, is not exceptionally complicated in a space sim. And really, in a dogfighting sim with shit zipping around at high speed, how often do you *really* get to stop and look at the intricate ship designs during a fight? At this point, the only thing I could imagine being a real limitation to how many actors in a battle/scene in a space sim is bandwidth limitations, and not engine limitations.
 
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7. Re: Star Citizen Multiplayer Details Nov 11, 2012, 17:07 shinchan0s
 
nin wrote on Nov 11, 2012, 15:32:
Cutter wrote on Nov 11, 2012, 14:47:
The more I hear the more I'm glad I haven't given him a penny.

It just kind of seems to be all over the place, promising everything to everyone. Had he focused (or put more of a focus) on rich SP experience, I would have kicked in day 1. But this just sounds way too ambitious for it's own good.

(Love to be wrong.)


*Enters some random starbase*

"WTS tachyon cannon iv"
"WHO'S UP FOR RAIDING KILRAH?"
"u want 2 buy credits real cheap"
"stealth fighter lfg omega quadrant"
"looking for repair ship 4 omega"

I still have some hope for this game despite barely playing Wing Commander III and Prophecy when I was a kid. It's not sounding any better though.
 
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6. Re: Star Citizen Multiplayer Details Nov 11, 2012, 16:21 jdreyer
 
Prez wrote on Nov 11, 2012, 16:00:
The more details I hear about this game the less interested about it I become. Does anyone not remember what a fantastic singleplayer game Wing Commander was? I so don't care about all of this multiplayer talk.

Yup, gotta have a rich SP campaign or no sale.
 
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"It's just a bunch of mystic bovine scatology to me." - 1badmf
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5. Re: Star Citizen Multiplayer Details Nov 11, 2012, 16:00 Prez
 
The more details I hear about this game the less interested about it I become. Does anyone not remember what a fantastic singleplayer game Wing Commander was? I so don't care about all of this multiplayer talk.  
Avatar 17185
 
Goodbye my Monte boy. May you rest in the peace you never knew in life.
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4. Re: Star Citizen Multiplayer Details Nov 11, 2012, 15:32 nin
 
Cutter wrote on Nov 11, 2012, 14:47:
The more I hear the more I'm glad I haven't given him a penny.

It just kind of seems to be all over the place, promising everything to everyone. Had he focused (or put more of a focus) on rich SP experience, I would have kicked in day 1. But this just sounds way too ambitious for it's own good.

(Love to be wrong.)

 
http://www.nin.com/pub/tension/
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3. Re: Star Citizen Multiplayer Details Nov 11, 2012, 15:21 Wildone
 
YEAA FUCK SPACE SIMS LETS ALL PLAY COD!!!!!!!!!!!!!!  
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2. Re: Star Citizen Multiplayer Details Nov 11, 2012, 14:47 Cutter
 
The more I hear the more I'm glad I haven't given him a penny.
 
Avatar 25394
 
James Woods: Oh that's fun. That sounds like you had a fun time. Where would I fit in with the fun time, huh? Where does James Woods fit into the fun?
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1. Re: Star Citizen Multiplayer Details Nov 11, 2012, 14:44 The Half Elf
 
Well is the big huge universe going to be 3d or are we looking at a Starfleet Command Dynaverse map sorta thing?  
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"I've never seen a feature like this before. It warms your ass. It's wonderful" -Walter Bishop
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32 Replies. 2 pages. Viewing page 2.
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