50 player server limit
Archfiendchris
Join Date: 2007-05-26 Member: 61016Members, Constellation
<div class="IPBDescription">50 player server limit</div>I think there should be a 50 player server limit!
Now wait before u flame me i did search for it, and it doesn't mean thats what the servers will use!
It means down the road, we can go to 40, or have a custom server that supports 50.
Remember plan ahead that way you don't have to reinvent later on!
By no means does this mean all the servers if any will use it right away, but just a idea what you all think?
Now wait before u flame me i did search for it, and it doesn't mean thats what the servers will use!
It means down the road, we can go to 40, or have a custom server that supports 50.
Remember plan ahead that way you don't have to reinvent later on!
By no means does this mean all the servers if any will use it right away, but just a idea what you all think?
Comments
It would be interesting, but then this would require larger maps, better balance for large games, and in general you're making another FPS RTS that others have already made, and in my opinion are pretty dumb.
For example, if you want to be one among many small units charging the enemy while a commander does RTS stuff, go play Savage: <a href="http://www.s2games.com/savage/" target="_blank">http://www.s2games.com/savage/</a> It's WarCraft 3 in FPS, and you've got 50+ servers going.
Personally, it loses the appeal of one person or a small team being useful, and more like "can we throw enough units into the gap to get mowed down and gain a little territory".
LOL imagine comming 25 marines... holy sheeeet!!! all u would here is "medpack" and "ammo" THE WHOLE GAME.
But aside from these impracticalities a game of that size would be adorably EPIC. you would constantly hear gunfire and aliens screeching... no one would ever be safe....
But I think we can agree that on the source engine, 50 players would make any computer die a horrible death.
I love big NS games, so much action!
CS:S seems to run on 36 pretty well, I'm sure we could make is perhaps 40??
I love big NS games, so much action!
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Right, but CS has very different mechanics than NS. I'm sure with 36 players most maps start to feel crowded in CS. With NS, it starts to feel crowded earlier due to the extras like building bases and such.
The best solution would be to separate the players onto different servers...
oh wait...
*Another note, not sure how much time it would take to allow the extra players in the coding. But a idea for down the road, maps are no problem, wow u make bigger ones, or different spawn system, thats no biggy that i see, i seen plugins even fix this..
If the playerbase gets large enough and the lua scripting and ect are included it shouldn't really take long before there are max sized maps and plugins to balance the game.
Flayra wants the game to be interesting in competetive play so I doubt that they are going to optimize the game for anything much bigger than 20 players.
Mainly, you'd have to be able to customize certain aspects such as respawn and res distribution. In it's current incarnation, Marines get a huge boost by placing alot of IPs and pooling a huge res base in larger games.
This has been discussed before, and in general considered a bad idea to have the server try and auto adjust stuff, so you'd have to make it something you setup when you start the server.
I love getting feedback, sometimes it's a bad idea sometimes good.
Also consider the marines vs bots servers, they will have them in ns2 i am sure, think about all them aliens coming at your group of soilders. From what i seen, those servers get packed everyday. At least the ones on the top of my list.
increasing player size doesnt mean increasing fun.
50 players would jsut seem way too chaotic and stupid to me.
increasing player size doesnt mean increasing fun.
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Yeah, I always felt in the past a lot of the public gripe about the game inbalances happened because the game was balanced for 6vs6, but played publically 10vs10.
While it may be an option, I would anticipate certain elements of the strategy or game would become broken.
And things like phase gates would be like an escalator from hell - i can see gibs .....
also imagine if 25 marines run into a hive - they could all put 1 clip each into it and it would probably go down.
but perhaps with dynamic infestation things would be a lot more push/pull and strategy would come in, smaller squads doing odd jobs to catch the enemy out.
it would great though if it was more squad based, you'd have a squad of jp'ers, flame squads and HA, the HA's would take care of the aliens and heal the other squads, the flamer squads would destroy defences, and the jetpackers would take down hives. Just like a proper RTS <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
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I have to agree, but it would be totally different than the small game which would focus on being stealthy. If it was implemented well we could have huge battles. It wouldn't just be a few squads or a platoon but rather an ENTIRE DAMN COMPANY! Holy space cows!
<img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
<!--quoteo(post=1631551:date=Jun 5 2007, 05:51 PM:name=spellman23)--><div class='quotetop'>QUOTE(spellman23 @ Jun 5 2007, 05:51 PM) [snapback]1631551[/snapback]</div><div class='quotemain'><!--quotec-->Personally, it loses the appeal of one person or a small team being useful, and more like "can we throw enough units into the gap to get mowed down and gain a little territory".<!--QuoteEnd--></div><!--QuoteEEnd-->
You have a point but that is also subjective to commanding control. And I don't agree that the focus should be on the individual.
Rambo FTL
Teamwork FTW
<!--quoteo(post=1631631:date=Jun 5 2007, 09:25 PM:name=Depot)--><div class='quotetop'>QUOTE(Depot @ Jun 5 2007, 09:25 PM) [snapback]1631631[/snapback]</div><div class='quotemain'><!--quotec-->It would take a beefy box to host a 50 player NS server. A REAL beefy box
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Pff. Hell my machine can handle that, the problem is my <i>internet bandwidth</i> not the server.
<!--quoteo(post=1631889:date=Jun 6 2007, 02:02 PM:name=Bacillus)--><div class='quotetop'>QUOTE(Bacillus @ Jun 6 2007, 02:02 PM) [snapback]1631889[/snapback]</div><div class='quotemain'><!--quotec-->Source has 64 player limit, right?
If the playerbase gets large enough and the lua scripting and ect are included it shouldn't really take long before there are max sized maps and plugins to balance the game.
Flayra wants the game to be interesting in competetive play so I doubt that they are going to optimize the game for anything much bigger than 20 players.<!--QuoteEnd--></div><!--QuoteEEnd-->
Bad thinking, we need to think of how to make the game dynamically balanced and scalable from the beginning.
<!--quoteo(post=1631957:date=Jun 6 2007, 06:44 PM:name=spellman23)--><div class='quotetop'>QUOTE(spellman23 @ Jun 6 2007, 06:44 PM) [snapback]1631957[/snapback]</div><div class='quotemain'><!--quotec-->If this takes off, there's some serious considerations.
Mainly, you'd have to be able to customize certain aspects such as respawn and res distribution. In it's current incarnation, Marines get a huge boost by placing alot of IPs and pooling a huge res base in larger games.<!--QuoteEnd--></div><!--QuoteEEnd-->
Spawn rates, resources, and the map size are the biggest issues with making a game dynamically balanced at 10 players or 64 players. Certain maps could be made for small games, some for large games. Just take Warcraft 3 for example, each offical map has a specific player size recommended.