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and i can say the map is amazing to play with, you zoom out untill you think you can see everything but then wait ..... you can mouse sideways and see tons more of those dots - all solar systems you can fly to with multiple planets each :)
and Asteroids are back in play with the new radar
i am not totally hip on the new active radar 'clickity click' thing, but i will happily use it and 'hardly ever' complain for ASTERIODS :D
Yeah, was about to say. It's got a whole galaxy simulator in A12. More star systems than you could ever realistically explore, nevermind the many planets each one has.
Is anyone else worried that 'tens of thousands' is too many? If they were all unique that would be one thing, but I expect there will be thousands of minor variations on a much smaller number of themes.
And how does that even work for multiplayer? I assume players won't all congregate on one planet but spread out. How will a server manage hundreds, maybe thousands, of playfields?
i had not heard any specific numbers, but i do not At All doubt thousands and even tens of thousands, its crazy how many solar systems i see, its a completionists nightmare :D
@seven, i know what you mean
they are gonna have a hard time making them 'feel' unique with that much repetition
i doubt i could ever get to see them all, so hopefully my little corner will be diverse enough :P
You don't need to visit every single one. They can easily add new templates now as time goes on to give more variation.
And multiplayer servers have full control over it. They can use 100,000 stars, or a single solar system and anything in between.
They can even set up multiple galaxies.
My question is how will a server manage that? Assuming a server is set up not to limit systems to a low number, if people spread out eventually there will be many playfields. I would imagine every playfield that has someone in it will have to be loaded and active, with all the associated vessels, structures and terrain changes. Is the player limit that low, or am I overestimating the server resources required for each playfield?
but i agree it would still have to add to the load somewhere i would think, maybe in data streaming out from the server? lots of things to consider on server performance
Only playfields with an online player are loaded.