Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
Customize
User Settings
Styles:
LAN Parties
Upcoming one-time events:

Regularly scheduled events

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”.

Email Digg Facebook Twitter   Share More    


 

  
   Current Headlines
Trials Fusion MP Open Beta Weekend
Panache's "Historical-Action-Survival" Game & Free Game for Fans
Larian's "Leaked" RPG Plans
World Wide Funder Refutes STALKER Apocalypse Collusion
Killing Floor 2 Video Diary
Morning Crowdfunding Roundup
Morning Patches
Op Ed
Gatherings & Competitions
Morning Consolidation
Morning Mobilization
Morning Tech Bits
Morning Safety Dance
Morning Legal Briefs
Game Reviews
Hardware Reviews
etc.
Out of the Blue
Minecraft: Story Mode - A Telltale Games Series Announced
Blizzard Exploring Gold for WoW Playtime Exchanges
  

 



footer

Blue's News logo