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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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17. Re: Star Citizen Multiplayer Details Nov 11, 2012, 22:10 ViRGE
 
Cutter wrote on Nov 11, 2012, 18:44:
ViRGE wrote on Nov 11, 2012, 18:16:
Julio wrote on Nov 11, 2012, 17:52:
I guess this means no personal servers to avoid paying microtransaction fees. Feeling better all the time about not funding this.
There will be personal servers. That has already been confirmed. Plus it wouldn't make any sense to release mod tools if they weren't going to offer that.

Where did it say that? I saw Sp with NPCs but nothing about private servers for you and your friends.
It has been in the FAQ since day one. The most relevant sections:

Star Citizen will take the best of all possible worlds, ranging from a permanent, persistent world similar to those found in MMOs to an offline, single player campaign like those found in the Wing Commander series. The game will include the option for private servers, like Freelancer, and will offer plenty of opportunities for players who are interested in modding the content. Unlike many games, none of these aspects is an afterthought: they all combine to form the core of the Star Citizen experience.

Players will be given full control of their game! When operating private servers, players will be able and encouraged to mod the game. It doesn’t stop there, though: we hope to institute a ‘mod approval’ process that will allow the best of the best player created ships and other additions to be integrated into the central persistent world as well.

In summary:

Persistent World Servers: We host
Custom Servers: You host

Private servers would of course not be part of the persistent world. It's analogous to hosting your own shard. I think there's been some discussion on whether private servers would be allowed to download player stats from the public server, but private servers uploading would not be happening for obvious reasons.

Flatline wrote on Nov 11, 2012, 17:37:
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.
I'm not quite sure where you're getting the idea that the clients are going to be trusted. This would be the traditional client-server architecture; the server controls all. The Galaxy Server handles the persistent world, and then delegates some tasks to an instance server when going into real-time combat. At no point are they implying that this is peer-to-peer or that clients are going to be trusted.

This comment was edited on Nov 11, 2012, 22:21.
 
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    Date Subject Author
  1. Nov 11, 14:44 Re: Star Citizen Multiplayer Details The Half Elf
  2. Nov 11, 14:47 Re: Star Citizen Multiplayer Details Cutter
  3. Nov 11, 15:21  Re: Star Citizen Multiplayer Details Wildone
  4. Nov 11, 15:32  Re: Star Citizen Multiplayer Details nin
  5. Nov 11, 16:00   Re: Star Citizen Multiplayer Details Prez
  6. Nov 11, 16:21    Re: Star Citizen Multiplayer Details jdreyer
  19. Nov 12, 01:25    Re: Star Citizen Multiplayer Details Fantaz
  20. Nov 12, 01:46     Re: Star Citizen Multiplayer Details Wildone
  21. Nov 12, 02:24     Re: Star Citizen Multiplayer Details Prez
  22. Nov 12, 03:33      Re: Star Citizen Multiplayer Details Fantaz
  24. Nov 12, 05:42       Re: Star Citizen Multiplayer Details Dev
  7. Nov 11, 17:07   Re: Star Citizen Multiplayer Details shinchan0s
  9. Nov 11, 17:38    Re: Star Citizen Multiplayer Details peteham
  10. Nov 11, 17:52     Re: Star Citizen Multiplayer Details Julio
  11. Nov 11, 17:55      Re: Star Citizen Multiplayer Details sir
  13. Nov 11, 18:16      Re: Star Citizen Multiplayer Details ViRGE
  14. Nov 11, 18:44       Re: Star Citizen Multiplayer Details Cutter
>> 17. Nov 11, 22:10        Re: Star Citizen Multiplayer Details ViRGE
  18. Nov 11, 23:25         Re: Star Citizen Multiplayer Details Flatline
  15. Nov 11, 18:46       Re: Star Citizen Multiplayer Details Bhruic
  8. Nov 11, 17:37  Re: Star Citizen Multiplayer Details Flatline
  12. Nov 11, 18:00 Re: More Big Picture Details HorrorScope
  16. Nov 11, 21:22 Re: Star Citizen Multiplayer Details Nucas
  23. Nov 12, 05:40 Re: Star Citizen Multiplayer Details Tumbler
  25. Nov 12, 08:27 Re: Star Citizen Multiplayer Details dj LiTh
  26. Nov 12, 09:37 Re: Star Citizen Multiplayer Details ItBurn
  27. Nov 12, 10:23  Re: Star Citizen Multiplayer Details Prez
  28. Nov 12, 12:42   Re: Star Citizen Multiplayer Details Elessar
  29. Nov 13, 01:10    Re: Star Citizen Multiplayer Details Beaner
  31. Nov 13, 06:50     Re: Star Citizen Multiplayer Details InBlack
  30. Nov 13, 02:10    Re: Star Citizen Multiplayer Details Suppa7
  32. Nov 13, 16:56  Re: Star Citizen Multiplayer Details Dev


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