I don't see how current tech, even if it's bug free and coded to a perfection of efficiency, could handle MMO scale interaction using CloD engine levels of fidelity. 100 players, sure... once the bugs get ironed out and we get an efficient dedicated server. 1000? No way. Look at the issues Eve has once you get 500+ people in a system shooting at each other with complex calcuations. But even 100 players at a time could give one heck of an experience with a bug-free CloD engine, especially if some of the ground units were also human piloted.
I'd be very happy if the product they were contemplating was more like the persistent battlefield used by the old Falcon 4. The 100 player 2 hour scenario you fly today gets tallied with all the other missions happening that day on the 1C 'MMO' servers, and you get a change in the lines the next day. It's not a single-instance MMO like Eve, but more like the multiple-instanced dungeons you get in most modern fantasy MMOs, with the outcome of the various technically distinct and unconnected instances (missions) having an overall effect on the Battle of (Britain | Moscow).
This would be immersive and fun, and doable with today's client, server, and bandwidth tech.
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