I just took part in the siege. The number of problems is huge:
- Players disappearing
- Ship control failure
- terrible long texture downloads
- terrible and unclear shot registration work
- General lags
It's hard for the game to calculate everything around. The server does not have time. My subjective opinion:
We need to move away from the current concept of sieges and move into the mechanics of session sieges. The siege has started, a huge sphere is being created inside which players cannot fly out and there is also no interaction with the outside world. And the outside world also cannot interact with this sphere during the siege. The start of the siege a loading screen appears during which models of ships, capitals, stations, and so on are loaded, so as not to make them constantly reloaded. All calculations are done inside this session, which is separate from the rest of the game. All players outside the sphere do not see what is happening inside until the siege is over, and therefore the game will not call the server what is happening around the sphere. After the end of the siege, the result is uploaded from the sphere to the big world and all the debris is already available to other players. If a player outside the sphere wants to take part in the siege, he flies up to the sphere and makes a request, and then he also downloads, after which the player chooses a side.
You need to think about limiting the number of ships involved in the siege and the number of ships during the test in order to understand the maximum load after which problems begin. The current concept of sieges is costly in terms of client and server capabilities. There are too many calculations.
- Players disappearing
- Ship control failure
- terrible long texture downloads
- terrible and unclear shot registration work
- General lags
It's hard for the game to calculate everything around. The server does not have time. My subjective opinion:
We need to move away from the current concept of sieges and move into the mechanics of session sieges. The siege has started, a huge sphere is being created inside which players cannot fly out and there is also no interaction with the outside world. And the outside world also cannot interact with this sphere during the siege. The start of the siege a loading screen appears during which models of ships, capitals, stations, and so on are loaded, so as not to make them constantly reloaded. All calculations are done inside this session, which is separate from the rest of the game. All players outside the sphere do not see what is happening inside until the siege is over, and therefore the game will not call the server what is happening around the sphere. After the end of the siege, the result is uploaded from the sphere to the big world and all the debris is already available to other players. If a player outside the sphere wants to take part in the siege, he flies up to the sphere and makes a request, and then he also downloads, after which the player chooses a side.
You need to think about limiting the number of ships involved in the siege and the number of ships during the test in order to understand the maximum load after which problems begin. The current concept of sieges is costly in terms of client and server capabilities. There are too many calculations.